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Comparing deliantra/server/server/player.C (file contents):
Revision 1.24 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal;
358 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers;
361 peaceful = 1; /* default peaceful */
362 do_los = 1;
363}
364
365void
366player::do_destroy ()
367{
368 disconnect ();
369
370 attachable::do_destroy ();
371
372 if (ob)
373 {
374 ob->destroy_inv (false);
375 ob->destroy ();
376 }
377}
378
379player::~player ()
380{
381 /* Clear item stack */
382 free (stack_items);
383}
384
321/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 386 * All we can really get in this is some settings like host and display
323 * mode. 387 * mode.
324 */ 388 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 389player *
390player::create ()
391{
392 player *pl = new player;
330 393
331 p = get_player (NULL); 394 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 395 set_first_map (pl->ob);
343 396
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 397 return pl;
351} 398}
352 399
353/* 400/*
354 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
364 { 411 {
365 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
366 at = first_archetype; 413 at = first_archetype;
367 else 414 else
368 at = at->next; 415 at = at->next;
416
369 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
370 return at; 418 return at;
419
371 if (at == start) 420 if (at == start)
372 { 421 {
373 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 423 exit (-1);
375 } 424 }
376 } 425 }
377} 426}
378 427
379
380object * 428object *
381get_nearest_player (object *mon) 429get_nearest_player (object *mon)
382{ 430{
383 object *op = NULL; 431 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 432 objectlink *ol;
386 unsigned lastdist; 433 unsigned lastdist;
387 rv_vector rv; 434 rv_vector rv;
388 435
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 437 {
391 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 445 object *tmp = ol->ob;
399 446
400 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 448 * itself will have been cleared.
402 */ 449 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
404 ol = ol->next; 452 ol = ol->next;
405 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
406 if (!ol) 454 if (!ol)
407 return op; 455 return op;
408 } 456 }
421 { 469 {
422 op = ol->ob; 470 op = ol->ob;
423 lastdist = rv.distance; 471 lastdist = rv.distance;
424 } 472 }
425 } 473 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 474
427 { 475 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
432 { 478 {
433 op = pl->ob; 479 op = pl->ob;
434 lastdist = rv.distance; 480 lastdist = rv.distance;
435 } 481 }
436 } 482
437 }
438#if 0 483#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 485#endif
441 return op; 486 return op;
442} 487}
460 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 507 * is probably not a good thing.
463 */ 508 */
464#define MAX_SPACES 50 509#define MAX_SPACES 50
465
466 510
467/* 511/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 533path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 534{
491 rv_vector rv; 535 rv_vector rv;
492 sint16 x, y; 536 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 537 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 538 maptile *m, *lastmap;
495 539
496 get_rangevector (mon, pl, &rv, 0); 540 get_rangevector (mon, pl, &rv, 0);
497 541
498 if (rv.distance < mindiff) 542 if (rv.distance < mindiff)
499 return 0; 543 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 691 {
648 remove_ob (op); 692 op->destroy ();
649 free_object (op);
650 continue; 693 continue;
651 } 694 }
652 } 695 }
653 696
654 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
666 break; 709 break;
667 710
668 if (tmp) 711 if (tmp)
669 { 712 {
670 remove_ob (op); 713 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 715 continue;
674 } 716 }
717
675 if (op->nrof > 1) 718 if (op->nrof > 1)
676 op->nrof = 1; 719 op->nrof = 1;
677 } 720 }
678 721
679 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 736 }
694 if (op->type == SPELL) 737 if (op->type == SPELL)
695 { 738 {
696 remove_ob (op); 739 op->destroy ();
697 free_object (op);
698 continue; 740 continue;
699 } 741 }
700 else if (op->type == SKILL) 742 else if (op->type == SKILL)
701 { 743 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
712 link_player_skills (pl); 754 link_player_skills (pl);
713} 755}
714 756
715void 757void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
800{ 759{
801 if (party == NULL) 760 if (party == NULL)
802 { 761 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 763 return;
805 } 764 }
765
806 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 770}
811
812 771
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 773static int
815roll_stat (void) 774roll_stat (void)
816{ 775{
817 int a[4], i, j, k; 776 int a[4], i, j, k;
818 777
819 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 782 if (a[i] < k)
824 k = a[i], j = i; 783 k = a[i], j = i;
825 784
826 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 786 if (i != j)
829 k += a[i]; 787 k += a[i];
830 } 788
831 return k; 789 return k;
832} 790}
833 791
834void 792void
835roll_stats (object *op) 793object::roll_stats ()
836{ 794{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 795 int statsort [7];
840 796
841 do 797 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 798 {
852 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
853 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
854 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 809
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
887 817
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 818 stats.exp = 0;
899 op->stats.ac = 0; 819 stats.ac = 0;
900 820
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
909 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
910} 833}
911 834
912void 835void
913Roll_Again (object *op) 836object::swap_stats (int a, int b)
914{ 837{
915 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 840 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 841
920void 842 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849
850 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats
852 stats.ac = 0;
853
854 level = 1;
855 stats.exp = 0;
856 stats.ac = 0;
857
858 stats.hp = stats.maxhp;
859 stats.sp = stats.maxsp;
860 stats.grace = stats.maxgrace;
861
862 if (contr)
863 {
864 contr->levhp[1] = 9;
865 contr->levsp[1] = 6;
866 contr->levgrace[1] = 3;
867
868 contr->orig_stats = stats;
869 }
870}
871
872static void
873start_info (object *op)
922{ 874{
923 signed char tmp;
924 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
925 876
926 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 881}
1041 882
1042/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1046 * not the class. 887 * not the class.
1047 */ 888 */
1048
1049int 889int
1050key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1051{ 891{
1052 int tmp_loop; 892 int tmp_loop;
1053 893
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1061 { 895 {
1062 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1063 897
1064 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 899 esrv_new_player (op->contr, op->weight + op->carrying);
900
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 901 treasurelist *tl = find_treasurelist ("starting_wealth");
902 if (tl)
903 create_treasure (tl, op, 0, 0, 0);
1067 904
1068 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1070 907
1071 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1072 909
1073 if (op->msg) 910 if (op->msg)
1074 op->msg = NULL; 911 op->msg = NULL;
1075 912
1076 /* We create this now because some of the unique maps will need it 913 /* We create this now because some of the unique maps will need it
1085 start_info (op); 922 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 925 link_player_skills (op);
1089 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1090 fix_player (op); 927 op->update_stats ();
1091 928
1092 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1093 * is one for this race 930 * is one for this race
1094 */ 931 */
1095 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1096 { 933 {
1097 object *tmp; 934 object *tmp;
1098 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1099 936
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 938 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1107 * default initial map */ 944 * default initial map */
1108 free_object (tmp); 945 tmp->destroy ();
1109 } 946 }
1110 else 947 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 949
1114 return 0; 950 return 0;
1115 } 951 }
1116 952
1117 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1122 while (!tmp_loop) 958 while (!tmp_loop)
1123 { 959 {
1124 shstr name = op->name; 960 shstr name = op->name;
1125 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1126 962
1127 remove_statbonus (op); 963 op->remove_statbonus ();
1128 remove_ob (op); 964 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 966 op->arch->clone.copy_to (op);
1131 op->instantiate (); 967 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 969 op->name = op->name_pl = name;
1134 op->x = x; 970 op->x = x;
1135 op->y = y; 971 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 975 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1141 } 977 }
1142 978
1143 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 981 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 984 op->stats.grace = 0;
1149 985
1150 if (op->msg) 986 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 988
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 990 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 991}
1205 992
1206void 993void
1207flee_player (object *op) 994flee_player (object *op)
1208{ 995{
1238 { 1025 {
1239 op->enemy = NULL; 1026 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1028 return;
1242 } 1029 }
1030
1243 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1244 1032
1245 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1247 { 1035 {
1248 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1249 1037
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1039 return;
1253 }
1254 } 1040 }
1041
1255 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1044 op->enemy = NULL;
1258} 1045}
1259 1046
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1134 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1139 }
1140
1381 /* philosophy: 1141 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1142 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1145 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1146 * example.
1387 * The drawback: right now it has no frontend, so you need to 1147 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1148 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1183 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1184 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1185 if (tmp->type == FOOD)
1426 { 1186 {
1427 pick_up (op, tmp); 1187 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1188 continue;
1431 } 1189 }
1190
1432 if (op->contr->mode & PU_DRINK) 1191 if (op->contr->mode & PU_DRINK)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434 { 1193 {
1435 pick_up (op, tmp); 1194 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1195 continue;
1439 } 1196 }
1440 1197
1441 if (op->contr->mode & PU_POTION) 1198 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1199 if (tmp->type == POTION)
1443 { 1200 {
1444 pick_up (op, tmp); 1201 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1202 continue;
1448 } 1203 }
1449 1204
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1205 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1206 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1207 if (tmp->type == SPELLBOOK)
1453 { 1208 {
1454 pick_up (op, tmp); 1209 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1210 continue;
1458 } 1211 }
1212
1459 if (op->contr->mode & PU_SKILLSCROLL) 1213 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1214 if (tmp->type == SKILLSCROLL)
1461 { 1215 {
1462 pick_up (op, tmp); 1216 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1217 continue;
1466 } 1218 }
1219
1467 if (op->contr->mode & PU_READABLES) 1220 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1221 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1222 {
1470 pick_up (op, tmp); 1223 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1224 continue;
1474 } 1225 }
1475 1226
1476 /* wands/staves/rods/horns */ 1227 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1228 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1229 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1230 {
1480 pick_up (op, tmp); 1231 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1232 continue;
1484 } 1233 }
1485 1234
1486 /* pick up all magical items */ 1235 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1236 if (op->contr->mode & PU_MAGICAL)
1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489 { 1238 {
1490 pick_up (op, tmp); 1239 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1240 continue;
1494 } 1241 }
1495 1242
1496 if (op->contr->mode & PU_VALUABLES) 1243 if (op->contr->mode & PU_VALUABLES)
1497 { 1244 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1245 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1246 {
1500 pick_up (op, tmp); 1247 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1248 continue;
1504 } 1249 }
1505 } 1250 }
1506 1251
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1252 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1253 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1254 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1255 {
1511 pick_up (op, tmp); 1256 pick_up (op, tmp);
1257 continue;
1512 if (0) 1258 }
1513 fprintf (stderr, "JEWELS\n"); 1259
1260 /* we don't forget dragon food */
1261 if (op->contr->mode & PU_FLESH)
1262 if (tmp->type == FLESH)
1263 {
1264 pick_up (op, tmp);
1514 continue; 1265 continue;
1515 } 1266 }
1516 1267
1517 /* bows and arrows. Bows are good for selling! */ 1268 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1269 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1270 if (tmp->type == BOW)
1520 { 1271 {
1521 pick_up (op, tmp); 1272 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1273 continue;
1525 } 1274 }
1275
1526 if (op->contr->mode & PU_ARROW) 1276 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1277 if (tmp->type == ARROW)
1528 { 1278 {
1529 pick_up (op, tmp); 1279 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1280 continue;
1533 } 1281 }
1534 1282
1535 /* all kinds of armor etc. */ 1283 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1284 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1285 if (tmp->type == ARMOUR)
1538 { 1286 {
1539 pick_up (op, tmp); 1287 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1288 continue;
1543 } 1289 }
1290
1544 if (op->contr->mode & PU_HELMET) 1291 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1292 if (tmp->type == HELMET)
1546 { 1293 {
1547 pick_up (op, tmp); 1294 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1295 continue;
1551 } 1296 }
1297
1552 if (op->contr->mode & PU_SHIELD) 1298 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1299 if (tmp->type == SHIELD)
1554 { 1300 {
1555 pick_up (op, tmp); 1301 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1302 continue;
1559 } 1303 }
1304
1560 if (op->contr->mode & PU_BOOTS) 1305 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1306 if (tmp->type == BOOTS)
1562 { 1307 {
1563 pick_up (op, tmp); 1308 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1309 continue;
1567 } 1310 }
1311
1568 if (op->contr->mode & PU_GLOVES) 1312 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1313 if (tmp->type == GLOVES)
1570 { 1314 {
1571 pick_up (op, tmp); 1315 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1316 continue;
1575 } 1317 }
1318
1576 if (op->contr->mode & PU_CLOAK) 1319 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1320 if (tmp->type == CLOAK)
1578 { 1321 {
1579 pick_up (op, tmp); 1322 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1323 continue;
1583 } 1324 }
1584 1325
1585 /* hoping to catch throwing daggers here */ 1326 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1327 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1328 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1329 {
1589 pick_up (op, tmp); 1330 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1331 continue;
1593 } 1332 }
1594 1333
1595 /* careful: chairs and tables are weapons! */ 1334 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1335 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1338 {
1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1339 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1341 {
1603 pick_up (op, tmp); 1342 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1343 continue;
1607 } 1344 }
1608 } 1345 }
1346
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1347 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1348 {
1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1349 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1612 { 1350 {
1613 pick_up (op, tmp); 1351 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1352 continue;
1617 } 1353 }
1618 } 1354 }
1619 } 1355 }
1620 1356
1621 /* misc stuff that's useful */ 1357 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1358 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1359 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1360 {
1625 pick_up (op, tmp); 1361 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1362 continue;
1629 } 1363 }
1630 1364
1631 /* any of the last 4 bits set means we use the ratio for value 1365 /* any of the last 4 bits set means we use the ratio for value
1632 * pickups */ 1366 * pickups */
1654 continue; 1388 continue;
1655 } 1389 }
1656 } 1390 }
1657 } /* the new pickup model */ 1391 } /* the new pickup model */
1658 } 1392 }
1393
1659 return !stop; 1394 return !stop;
1660} 1395}
1661 1396
1662/* 1397/*
1663 * Find an arrow in the inventory and after that 1398 * Find an arrow in the inventory and after that
1762 1497
1763object * 1498object *
1764pick_arrow_target (object *op, const char *type, int dir) 1499pick_arrow_target (object *op, const char *type, int dir)
1765{ 1500{
1766 object *tmp = NULL; 1501 object *tmp = NULL;
1767 mapstruct *m; 1502 maptile *m;
1768 int i, mflags, found, number; 1503 int i, mflags, found, number;
1769 sint16 x, y; 1504 sint16 x, y;
1770 1505
1771 if (op->map == NULL) 1506 if (op->map == NULL)
1772 return find_arrow (op, type); 1507 return find_arrow (op, type);
1833int 1568int
1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1835{ 1570{
1836 object *left, *bow; 1571 object *left, *bow;
1837 int bowspeed, mflags; 1572 int bowspeed, mflags;
1838 mapstruct *m; 1573 maptile *m;
1839 1574
1840 if (!dir) 1575 if (!dir)
1841 { 1576 {
1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843 return 0; 1578 return 0;
1844 } 1579 }
1580
1845 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1846 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1847 else 1583 else
1848 { 1584 {
1849 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1857 { 1593 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1595 return 0;
1860 } 1596 }
1861 } 1597 }
1598
1862 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1863 { 1600 {
1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865 return 0; 1602 return 0;
1866 } 1603 }
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869 1606
1870 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1873 if (bowspeed < 1) 1611 if (bowspeed < 1)
1874 bowspeed = 1; 1612 bowspeed = 1;
1875 1613
1876 if (arrow == NULL) 1614 if (arrow == NULL)
1877 { 1615 {
1883 else 1621 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1885 return 0; 1623 return 0;
1886 } 1624 }
1887 } 1625 }
1626
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1629 return 0;
1892 } 1630
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1632 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1633 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896 return 0; 1634 return 0;
1897 } 1635 }
1898 1636
1899 /* this should not happen, but sometimes does */ 1637 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1638 if (arrow->nrof == 0)
1901 { 1639 {
1902 remove_ob (arrow); 1640 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1641 return 0;
1905 } 1642 }
1906 1643
1907 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1646 if (!arrow)
1910 { 1647 {
1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912 return 0; 1649 return 0;
1913 } 1650 }
1914 set_owner (arrow, op); 1651
1652 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1654 arrow->direction = dir;
1918 arrow->x = sx;
1919 arrow->y = sy;
1920 1655
1921 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1922 { 1657 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op); 1659 op->update_stats ();
1925 } 1660 }
1926 1661
1927 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1933 1668
1934 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper. 1670 * added to the damage. I think the strength bonus is more proper.
1936 */ 1671 */
1937 1672
1939 1674
1940 /* update the speed */ 1675 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943 1678
1944 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1948 1681
1949 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1950 { 1683 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1961 } 1694 }
1962 1695
1963 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1964 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1965 1698
1966 if (bow->slaying != NULL) 1699 if (bow->slaying)
1967 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1968 1701
1969 arrow->map = m;
1970 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1704
1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1974 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1975 1707
1976 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1709 move_arrow (arrow);
1978 1710
1979 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
2005 } 1737 }
2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 { 1739 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1741 wcmod = -1;
1742
2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011 } 1744 }
2012 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
2013 { 1746 {
2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2084 1817
2085 if (item->arch) 1818 if (item->arch)
2086 { 1819 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2089 item->speed = 0; 1822 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1823 }
1824
2092 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1827 }
2095 } 1828 }
2096 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1830 drain_rod_charge (item);
2099 }
2100 } 1831 }
2101} 1832}
2102 1833
2103/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2104 */ 1835 */
2127 case range_misc: 1858 case range_misc:
2128 fire_misc_object (op, dir); 1859 fire_misc_object (op, dir);
2129 return; 1860 return;
2130 1861
2131 case range_golem: /* Control summoned monsters from scrolls */ 1862 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2133 { 1864 {
2134 op->contr->ranges[range_golem] = NULL; 1865 op->contr->ranges[range_golem] = 0;
2135 op->contr->shoottype = range_none; 1866 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 } 1867 }
2138 else 1868 else
2139 control_golem (op->contr->ranges[range_golem], dir); 1869 control_golem (op->contr->ranges[range_golem], dir);
2140 return; 1870 return;
2141 1871
2144 { 1874 {
2145 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2147 return; 1877 return;
2148 } 1878 }
1879
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return; 1881 return;
2151 case range_builder: 1882 case range_builder:
2152 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2153 return; 1884 return;
2154 default: 1885 default:
2248 * 0 otherwise 1979 * 0 otherwise
2249 */ 1980 */
2250static int 1981static int
2251player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2252{ 1983{
2253
2254 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a use a key. If we do destroy the door,
2255 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2256 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2257 */ 1987 */
2258 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2296 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2300 */ 2030 */
2301
2302void 2031void
2303move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2304{ 2033{
2305 object *tmp, *mon; 2034 object *tmp, *mon;
2306 sint16 nx, ny; 2035 sint16 nx, ny;
2307 int on_battleground; 2036 int on_battleground;
2308 mapstruct *m; 2037 maptile *m;
2309 2038
2310 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2312 2041
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2314 2043
2315 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2316 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2317 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2318 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2323 */ 2052 */
2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2325 { 2054 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 { 2056 {
2328 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2329 if (!m) 2058 if (!m)
2330 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2331 } 2060 }
2332 else 2061 else
2333 m = op->map; 2062 m = op->map;
2334 2063
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return; 2065 return;
2339 }
2340 2066
2341 mon = NULL; 2067 mon = 0;
2342 /* Go through all the objects, and find ones of interest. Only stop if 2068 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack. 2069 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters 2070 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2071 * on the space
2346 */ 2072 */
2347 while (tmp != NULL) 2073 while (tmp)
2348 { 2074 {
2349 if (tmp == op) 2075 if (tmp == op)
2350 { 2076 {
2351 tmp = tmp->above; 2077 tmp = tmp->above;
2352 continue; 2078 continue;
2353 } 2079 }
2080
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 { 2082 {
2356 mon = tmp; 2083 mon = tmp;
2357 break; 2084 break;
2358 } 2085 }
2086
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp; 2088 mon = tmp;
2089
2361 tmp = tmp->above; 2090 tmp = tmp->above;
2362 } 2091 }
2363 2092
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2094 return; /* into a wall */
2366 2095
2367 if (mon->head != NULL) 2096 if (mon->head)
2368 mon = mon->head; 2097 mon = mon->head;
2369 2098
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2371 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2372 return; 2101 return;
2384 * player owns it and it is either friendly or unagressive. 2113 * player owns it and it is either friendly or unagressive.
2385 */ 2114 */
2386 if ((op->type == PLAYER) 2115 if ((op->type == PLAYER)
2387#if COZY_SERVER 2116#if COZY_SERVER
2388 && 2117 &&
2389 ((get_owner (mon) && get_owner (mon)->contr 2118 ((mon->owner && mon->owner->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2391#else 2120#else
2392 && get_owner (mon) == op 2121 && mon->owner == op
2393#endif 2122#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2124 {
2396 /* If we're braced, we don't want to switch places with it */ 2125 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced) 2126 if (op->contr->braced)
2398 return; 2127 return;
2128
2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2400 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2401 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2132 make_visible (op);
2133
2403 return; 2134 return;
2404 } 2135 }
2405 2136
2406 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2409 * attack them either. 2140 * attack them either.
2410 */ 2141 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2413#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2414 (op->contr->peaceful 2145 (op->contr->peaceful
2415 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2416 && mon->contr-> 2147 && mon->contr->
2417 peaceful)) && 2148 peaceful)) &&
2418#else 2149#else
2419 op->contr->peaceful && 2150 op->contr->peaceful &&
2420#endif 2151#endif
2421 !on_battleground)) 2152 !on_battleground))
2422 { 2153 {
2423 if (!op->contr->braced) 2154 if (!op->contr->braced)
2424 { 2155 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2426 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2427 } 2158 }
2428 else 2159 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2161
2432 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2163 make_visible (op);
2434 } 2164 }
2435 2165
2436 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2447 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2181 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2184 {
2456 2185
2457 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2465 2194
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 } 2196 }
2468 2197
2469 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2470 2199
2471 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2474 * the wiz. 2203 * the wiz.
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 { 2206 {
2478 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2479 2208
2480 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2482 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2483 } 2212 }
2213
2484 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2485 make_visible (op); 2215 make_visible (op);
2486 } 2216 }
2487 } /* if player should attack something */ 2217 } /* if player should attack something */
2488} 2218}
2490int 2220int
2491move_player (object *op, int dir) 2221move_player (object *op, int dir)
2492{ 2222{
2493 int pick; 2223 int pick;
2494 2224
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2226 return 0;
2497 2227
2498 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2500 { 2230 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2232 return 0;
2503 } 2233 }
2504 2234
2505 /* peterm: added following line */ 2235 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2508 2238
2509 op->facing = dir; 2239 op->facing = dir;
2510 2240
2523 2253
2524 /* Add special check for newcs players and fire on - this way, the 2254 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing. 2255 * server can handle repeat firing.
2526 */ 2256 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2258 op->direction = dir;
2530 }
2531 else 2259 else
2532 {
2533 op->direction = 0; 2260 op->direction = 0;
2534 } 2261
2535 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2264 * for players.
2538 */ 2265 */
2539 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2584 /* I've been seeing crashes where the golem has been destroyed, but 2311 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that 2312 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so 2313 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer. 2314 * put this in a a workaround to clean up the golem pointer.
2588 */ 2315 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2591 {
2592 op->contr->ranges[range_golem] = NULL; 2317 op->contr->ranges[range_golem] = 0;
2593 op->contr->golem_count = 0;
2594 }
2595 2318
2596 /* call this here - we also will call this in do_ericserver, but 2319 /* call this here - we also will call this in do_ericserver, but
2597 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2321 * called, so we recheck it here.
2599 */ 2322 */
2600 HandleClient (&op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2601 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2602 return 0; 2327 {
2603
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 { 2329 {
2606 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--; 2331 op->speed_left--;
2608 2332
2609 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in 2334 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2612 */ 2336 */
2613 move_player (op, op->direction); 2337 move_player (op, op->direction);
2614 if (op->speed_left > 0) 2338
2615 return 1; 2339 return op->speed_left > 0;
2616 else 2340 }
2617 return 0;
2618 } 2341 }
2342
2619 return 0; 2343 return 0;
2620} 2344}
2621 2345
2622int 2346int
2623save_life (object *op) 2347save_life (object *op)
2624{ 2348{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2350 return 0;
2629 2351
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2352 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2354 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2356 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2357
2635 if (op->contr) 2358 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2359 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2360
2638 free_object (tmp); 2361 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363
2640 if (op->stats.hp < 0) 2364 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2366
2642 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2643 op->stats.food = 999; 2368 op->stats.food = 999;
2644 fix_player (op); 2369
2370 op->update_stats ();
2645 return 1; 2371 return 1;
2646 } 2372 }
2373
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2376 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2377 return 0;
2651} 2378}
2660{ 2387{
2661 object *next; 2388 object *next;
2662 2389
2663 while (op) 2390 while (op)
2664 { 2391 {
2665 next = op->below; /* Make sure we have a good value, in case 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2666 * we remove object 'op' 2393
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2395 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2676 } 2400 }
2677 else if (op->inv) 2401 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2403
2679 op = next; 2404 op = next;
2680 } 2405 }
2681} 2406}
2682
2683 2407
2684/* 2408/*
2685 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2422 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2425 else
2702 sprintf (buf, "%s\n", &op->name); 2426 sprintf (buf, "%s\n", &op->name);
2427
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2429 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2706 sprintf (buf, "who was in level %d when killed\n", op->level); 2431 sprintf (buf, "who was in level %d when killed\n", op->level);
2707 else 2432 else
2708 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2433 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2434
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2436 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2437 if (op->type == PLAYER)
2712 { 2438 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2441 strcat (buf2, buf);
2716 } 2442 }
2443
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2446 strcat (buf2, buf);
2447
2720 return buf2; 2448 return buf2;
2721} 2449}
2722
2723
2724 2450
2725void 2451void
2726do_some_living (object *op) 2452do_some_living (object *op)
2727{ 2453{
2728 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2737 const int max_grace = 1; 2463 const int max_grace = 1;
2738 2464
2739 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2740 { 2466 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2470 }
2745 2471
2746 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2747 { 2473 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2478 else
2754 { 2479 {
2755 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2482 }
2483
2758 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2486 else
2761 { 2487 {
2762 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2490 }
2491
2765 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2494 else
2768 { 2495 {
2769 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2785 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food; 2514 op->stats.food = last_food;
2788 } 2515 }
2789 } 2516 }
2517
2790 if (max_sp > 1) 2518 if (max_sp > 1)
2791 { 2519 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2521 if (over_sp > 0)
2794 { 2522 {
2795 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2796 { 2524 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--; 2528 op->stats.sp--;
2529
2800 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2802 } 2532 }
2803 op->last_sp = 0; 2533 op->last_sp = 0;
2804 } 2534 }
2805 else 2535 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 } 2537 }
2810 else 2538 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 } 2540 }
2815 2541
2816 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2819 { 2545 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2822 if (max_grace > 1) 2549 if (max_grace > 1)
2823 { 2550 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2552 if (over_grace > 0)
2826 { 2553 {
2854 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856 op->stats.food = last_food; 2583 op->stats.food = last_food;
2857 } 2584 }
2858 } 2585 }
2586
2859 if (max_hp > 1) 2587 if (max_hp > 1)
2860 { 2588 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2590 if (over_hp > 0)
2863 { 2591 {
2887 2615
2888 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2890 else 2618 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2892 /* dms do not consume food */ 2621 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2623 op->stats.food--;
2895 } 2624 }
2896 }
2897 2625
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2627 {
2900 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2901 2629
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 { 2631 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2909 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2639 break;
2912 } 2640 }
2913 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2914 flesh = tmp; 2642 flesh = tmp;
2915 } /* End if paid for object */ 2643 } /* End if paid for object */
2916 } /* end of for loop */ 2644 } /* end of for loop */
2645
2917 /* If player is still starving, it means they don't have any food, so 2646 /* If player is still starving, it means they don't have any food, so
2918 * eat flesh instead. 2647 * eat flesh instead.
2919 */ 2648 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2650 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2924 } 2653 }
2925 } /* end if player is starving */ 2654 }
2926 2655
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2929 2658
2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2931 kill_player (op); 2660 kill_player (op);
2661 }
2932} 2662}
2933
2934
2935 2663
2936/* If the player should die (lack of hp, food, etc), we call this. 2664/* If the player should die (lack of hp, food, etc), we call this.
2937 * op is the player in jeopardy. If the player can not be saved (not 2665 * op is the player in jeopardy. If the player can not be saved (not
2938 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2667 * file.
2943{ 2671{
2944 char buf[MAX_BUF]; 2672 char buf[MAX_BUF];
2945 int x, y; 2673 int x, y;
2946 2674
2947 //int i; 2675 //int i;
2948 mapstruct *map; /* this is for resurrection */ 2676 maptile *map; /* this is for resurrection */
2949 2677
2950 /* int z; 2678 /* int z;
2951 int num_stats_lose; 2679 int num_stats_lose;
2952 int lost_a_stat; 2680 int lost_a_stat;
2953 int lose_this_stat; 2681 int lose_this_stat;
2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971 2699
2972 /* restore player */ 2700 /* restore player */
2973 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2703 {
2977 remove_ob (tmp); 2704 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2706 }
2981 2707
2982 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2710 {
2986 remove_ob (tmp); 2711 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2713 }
2990 2714
2991 cure_disease (op, 0); /* remove any disease */ 2715 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2718 op->stats.food = 999;
2995 2719
2996 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2722 {
3000 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2724 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
3003 " the %s, when he was defeated at\n level %d by %s.\n", 2726 " the %s, when he was defeated at\n level %d by %s.\n",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2728 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
3008 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2732 }
3011 2733
3012 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2736 op->contr->braced = 0;
3019 2741
3020 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
3021 2743
3022 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
3023 { 2745 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
3033 } 2748 }
3034 else 2749 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3044 } 2751
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2753
3047 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3048 x = op->x; 2755 x = op->x;
3049 y = op->y; 2756 y = op->y;
3050 map = op->map; 2757 map = op->map;
3051 2758
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * life if they are dead - it takes some exp and a random stat. 2760 * life if they are dead - it takes some exp and a random stat.
3057 * See the config.h file for a little more in depth detail about this. 2761 * See the config.h file for a little more in depth detail about this.
3058 */ 2762 */
3059 2763
3060 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2766 * of death.
3063 */ 2767 */
3064#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3066 { 2770 {
3067 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3068 /* Lower level chars don't lose as many stats because they suffer 2772 /* Lower level chars don't lose as many stats because they suffer
3069 more if they do. */ 2773 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2776 little bit harder. */
3073 /* GD */ 2777 /* GD */
3074 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2779 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2780 else
3080 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3081 num_stats_lose = 1; 2784 num_stats_lose = 1;
3082 } 2785
3083 lost_a_stat = 0; 2786 lost_a_stat = 0;
3084 2787
3085 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3086 { 2789 {
3087 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3088 2791
3089 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3090 { 2793 {
3091 /* Pick a random stat and take a point off it. Tell the player 2794 /* Pick a random stat and take a point off it. Tell the player
3092 * what he lost. 2795 * what he lost.
3093 */ 2796 */
3094 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1; 2802 lost_a_stat = 1;
2803 }
2804 else
2805 {
2806 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion");
2808 object *dep;
2809
2810 dep = present_arch_in_ob (deparch, op);
2811 if (!dep)
2812 {
2813 dep = arch_to_object (deparch);
2814 insert_ob_in_ob (dep, op);
3100 } 2815 }
3101 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3102 { 2818 {
3103 /* deplete a stat */ 2819 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3105 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3106 2822 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2823 {
3110 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3112 } 2826
3113 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 2828 if (keep_chance < 1)
2829 keep_chance = 1;
2830
2831 /* There is a maximum depletion total per level. */
2832 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3120 { 2833 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2834 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2836 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2837 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2838 else
3155 if (this_stat >= -50)
3156 { 2839 {
3157 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 2841 lose_this_stat = 0;
2842 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2843 this_stat, keep_chance, loss_chance,
2844 lose_this_stat?"LOSE":"KEEP"); */
3162 } 2845 }
3163 } 2846 }
3164 } 2847 }
2848
2849 if (lose_this_stat)
2850 {
2851 this_stat = get_attr_value (&(dep->stats), i);
2852 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a
2856 * difference.
2857 */
2858 if (this_stat >= -50)
2859 {
2860 change_attr_value (&(dep->stats), i, -1);
2861 SET_FLAG (dep, FLAG_APPLIED);
2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2863 op->update_stats ();
2864 lost_a_stat = 1;
2865 }
3165 } 2866 }
2867 }
2868 }
3166 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2870 if (!lost_a_stat)
3168 { 2871 {
3169 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3172 2875
3173 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2878 else
3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3177 } 2880 }
2881#else
2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3178#endif 2883#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2884
3181 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2886 * exp loss on the stone.
3183 */ 2887 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2890 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3189 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2893 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3190 tmp->msg = buf; 2894 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2897
3194 /**************************************/ 2898 /**************************************/
3195 /* */ 2899 /* */
3196 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3199 /* */ 2903 /* */
3200
3201 /**************************************/ 2904 /**************************************/
3202 2905
3203 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2907 /* restore player */
3205 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
2910
3207 if (tmp) 2911 if (tmp)
3208 { 2912 {
3209 remove_ob (tmp); 2913 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2915 }
3213 2916
3214 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2919 if (tmp)
3217 { 2920 {
3218 remove_ob (tmp); 2921 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2923 }
2924
3222 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3223 2926
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3227 op->stats.food = 900; 2930 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2934
3232 /* 2935 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if 2936 * Check to see if the player is in a shop. IF so, then check to see if
3234 * the player has any unpaid items. If so, remove them and put them back 2937 * the player has any unpaid items. If so, remove them and put them back
3235 * in the map. 2938 * in the map.
3236 */ 2939 */
3237 2940
3238 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3240 2943
3241 /****************************************/ 2944 /****************************************/
3242 /* */ 2945 /* */
3243 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3245 /* */ 2948 /* */
3246
3247 /****************************************/ 2949 /****************************************/
3248 2950
3249 enter_player_savebed (op); 2951 enter_player_savebed (op);
3250 2952
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2953 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2954
3257 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2958 * on the space that might harm the player.
3261 */ 2959 */
3262 will_kill_again = 0; 2960 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2961 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3267 } 2964
3268 if (will_kill_again) 2965 if (will_kill_again)
3269 { 2966 {
3270 object *force; 2967 object *force;
3271 int at; 2968 int at;
3272 2969
3273 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2972 force->speed = 0.1;
3276 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3277 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2977 force->resist[at] = 100;
3282 } 2978
3283 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3284 fix_player (op); 2980 op->update_stats ();
3285 2981
3286 } 2982 }
3287 2983
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2985}
3357
3358 2986
3359void 2987void
3360loot_object (object *op) 2988loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3363 2991
3364 if (op->container) 2992 if (op->container)
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3367 }
3368 2994
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3370 { 2996 {
3371 next = tmp->below; 2997 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3373 continue; 3000 continue;
3374 remove_ob (tmp); 3001
3002 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3376 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 3005 { /* empty container to ground */
3378 loot_object (tmp); 3006 loot_object (tmp);
3379 } 3007 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3381 { 3009 {
3382 if (tmp->nrof > 1) 3010 if (tmp->nrof > 1)
3383 { 3011 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 3013 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 3014 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 3015 }
3388 else 3016 else
3389 free_object (tmp); 3017 tmp->destroy ();
3390 } 3018 }
3391 else 3019 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3020 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3021 }
3394} 3022}
3400 */ 3028 */
3401 3029
3402void 3030void
3403fix_weight (void) 3031fix_weight (void)
3404{ 3032{
3405 player *pl; 3033 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 3034 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 3036
3411 if (old == sum) 3037 if (old == sum)
3412 continue; 3038 continue;
3413 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3415 } 3041 }
3416} 3042}
3417 3043
3418void 3044void
3419fix_luck (void) 3045fix_luck (void)
3420{ 3046{
3421 player *pl; 3047 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3426} 3050}
3427
3428 3051
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3432 */ 3055 */
3433
3434void 3056void
3435cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3436{ 3058{
3437 object *skop, *spob; 3059 object *skop, *spob;
3438 3060
3459 if (op->type == PLAYER) 3081 if (op->type == PLAYER)
3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3082 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 3083
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3084 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3085
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3086 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3087}
3468 3088
3469void 3089void
3470make_visible (object *op) 3090make_visible (object *op)
3471{ 3091{
3485 object *tmp = NULL; 3105 object *tmp = NULL;
3486 3106
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3108 return 1;
3489 3109
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3110 return 0;
3496} 3111}
3497 3112
3498/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3555 3170
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3172
3558 /* its *extremely* hard to run and sneak/hide at the same time! */ 3173 /* its *extremely* hard to run and sneak/hide at the same time! */
3559 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3562 { 3176 {
3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3564 make_visible (op); 3178 make_visible (op);
3565 return; 3179 return;
3566 } 3180 }
3567 else 3181 else
3568 num += 20; 3182 num += 20;
3569 } 3183
3570 num += op->map->difficulty; 3184 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3186 num -= hide;
3187
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3189 {
3575 make_visible (op); 3190 make_visible (op);
3576 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3578 } 3193 }
3579 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3580 {
3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3582 }
3583} 3196}
3584 3197
3585/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3586 3199
3587int 3200int
3588stand_near_hostile (object *who) 3201stand_near_hostile (object *who)
3589{ 3202{
3590 object *tmp = NULL; 3203 object *tmp = NULL;
3591 int i, friendly = 0, player = 0, mflags; 3204 int i, friendly = 0, player = 0, mflags;
3592 mapstruct *m; 3205 maptile *m;
3593 sint16 x, y; 3206 sint16 x, y;
3594 3207
3595 if (!who) 3208 if (!who)
3596 return 0; 3209 return 0;
3597 3210
3614 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3615 continue; 3228 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3229 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue; 3230 continue;
3618 3231
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3232 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3620 { 3233 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3234 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1; 3235 return 1;
3623 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3624 { 3237 {
3654 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3655 { 3268 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3270 return -1;
3658 } 3271 }
3272
3659 if (!pl || !op) 3273 if (!pl || !op)
3660 return 0; 3274 return 0;
3661 3275
3662 if (op->head)
3663 {
3664 op = op->head; 3276 op = op->head_ ();
3665 } 3277
3666 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3667 3279
3668 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3281 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3678 3290
3679 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values 3292 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values. 3293 * for any meaningful values.
3682 */ 3294 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3686 return 1; 3298 return 1;
3687 op = op->more; 3299 op = op->more;
3688 } 3300 }
3689 return 0; 3301 return 0;
3690} 3302}
3800 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3801 return; 3413 return;
3802 3414
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804 3416
3805 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3806 { 3418 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return; 3420 return;
3809 } 3421 }
3810 3422
3876 { 3488 {
3877 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3490 object *skin;
3879 3491
3880 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3495 ;
3496
3882 if (skin == NULL) 3497 if (!skin)
3883 return; 3498 return;
3884 3499
3885 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3502 {

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