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Comparing deliantra/server/server/player.C (file contents):
Revision 1.28 by root, Mon Nov 13 20:57:16 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
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 395 set_first_map (pl->ob);
345 396
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 397 return pl;
354} 398}
355 399
356/* 400/*
357 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
367 { 411 {
368 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
369 at = first_archetype; 413 at = first_archetype;
370 else 414 else
371 at = at->next; 415 at = at->next;
416
372 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
373 return at; 418 return at;
419
374 if (at == start) 420 if (at == start)
375 { 421 {
376 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 423 exit (-1);
378 } 424 }
379 } 425 }
380} 426}
381 427
382
383object * 428object *
384get_nearest_player (object *mon) 429get_nearest_player (object *mon)
385{ 430{
386 object *op = NULL; 431 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 432 objectlink *ol;
389 unsigned lastdist; 433 unsigned lastdist;
390 rv_vector rv; 434 rv_vector rv;
391 435
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 437 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 445 object *tmp = ol->ob;
402 446
403 /* 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
404 * itself will have been cleared. 448 * itself will have been cleared.
405 */ 449 */
406 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 ());
407 ol = ol->next; 452 ol = ol->next;
408 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
409 if (!ol) 454 if (!ol)
410 return op; 455 return op;
411 } 456 }
424 { 469 {
425 op = ol->ob; 470 op = ol->ob;
426 lastdist = rv.distance; 471 lastdist = rv.distance;
427 } 472 }
428 } 473 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 474
430 { 475 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
435 { 478 {
436 op = pl->ob; 479 op = pl->ob;
437 lastdist = rv.distance; 480 lastdist = rv.distance;
438 } 481 }
439 } 482
440 }
441#if 0 483#if 0
442 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)");
443#endif 485#endif
444 return op; 486 return op;
445} 487}
463 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
464 * 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
465 * is probably not a good thing. 507 * is probably not a good thing.
466 */ 508 */
467#define MAX_SPACES 50 509#define MAX_SPACES 50
468
469 510
470/* 511/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * 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
473 * 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
646 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 691 {
651 remove_ob (op); 692 op->destroy ();
652 free_object (op);
653 continue; 693 continue;
654 } 694 }
655 } 695 }
656 696
657 /* This really needs to be better - we should really give 697 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 708 if (tmp->type == op->type && tmp->name == op->name)
669 break; 709 break;
670 710
671 if (tmp) 711 if (tmp)
672 { 712 {
673 remove_ob (op); 713 op->destroy ();
674 free_object (op);
675 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);
676 continue; 715 continue;
677 } 716 }
717
678 if (op->nrof > 1) 718 if (op->nrof > 1)
679 op->nrof = 1; 719 op->nrof = 1;
680 } 720 }
681 721
682 if (op->type == SPELLBOOK && op->inv) 722 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 736 }
697 if (op->type == SPELL) 737 if (op->type == SPELL)
698 { 738 {
699 remove_ob (op); 739 op->destroy ();
700 free_object (op);
701 continue; 740 continue;
702 } 741 }
703 else if (op->type == SKILL) 742 else if (op->type == SKILL)
704 { 743 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
715 link_player_skills (pl); 754 link_player_skills (pl);
716} 755}
717 756
718void 757void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
803{ 759{
804 if (party == NULL) 760 if (party == NULL)
805 { 761 {
806 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);
807 return; 763 return;
808 } 764 }
765
809 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
812 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:");
813} 770}
814
815 771
816/* 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. */
817int 773static int
818roll_stat (void) 774roll_stat (void)
819{ 775{
820 int a[4], i, j, k; 776 int a[4], i, j, k;
821 777
822 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 782 if (a[i] < k)
827 k = a[i], j = i; 783 k = a[i], j = i;
828 784
829 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 786 if (i != j)
832 k += a[i]; 787 k += a[i];
833 } 788
834 return k; 789 return k;
835} 790}
836 791
837void 792void
838roll_stats (object *op) 793object::roll_stats ()
839{ 794{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 795 int statsort [7];
843 796
844 do 797 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 798 {
855 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
856 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
857 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 809
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
890 817
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 818 stats.exp = 0;
902 op->stats.ac = 0; 819 stats.ac = 0;
903 820
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
913} 833}
914 834
915void 835void
916Roll_Again (object *op) 836object::swap_stats (int a, int b)
917{ 837{
918 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[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);
921}
922 841
923void 842 stats.Str = contr->orig_stats.Str;
924Swap_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)
925{ 874{
926 signed char tmp;
927 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
928 876
929 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 881}
1044 882
1045/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1049 * not the class. 887 * not the class.
1050 */ 888 */
1051
1052int 889int
1053key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1054{ 891{
1055 int tmp_loop; 892 int tmp_loop;
1056 893
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1064 { 895 {
1065 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1066 897
1067 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 899 esrv_new_player (op->contr, op->weight + op->carrying);
900
1069 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);
1070 904
1071 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1073 907
1074 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1075 909
1076 if (op->msg) 910 if (op->msg)
1077 op->msg = NULL; 911 op->msg = NULL;
1078 912
1079 /* 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
1088 start_info (op); 922 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 925 link_player_skills (op);
1092 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1093 fix_player (op); 927 op->update_stats ();
1094 928
1095 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1096 * is one for this race 930 * is one for this race
1097 */ 931 */
1098 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1099 { 933 {
1100 object *tmp; 934 object *tmp;
1101 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1102 936
1103 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);
1104 tmp = get_object (); 938 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1108 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;
1109 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1110 * default initial map */ 944 * default initial map */
1111 free_object (tmp); 945 tmp->destroy ();
1112 } 946 }
1113 else 947 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 949
1117 return 0; 950 return 0;
1118 } 951 }
1119 952
1120 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1125 while (!tmp_loop) 958 while (!tmp_loop)
1126 { 959 {
1127 shstr name = op->name; 960 shstr name = op->name;
1128 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1129 962
1130 remove_statbonus (op); 963 op->remove_statbonus ();
1131 remove_ob (op); 964 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 966 op->arch->clone.copy_to (op);
1134 op->instantiate (); 967 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 969 op->name = op->name_pl = name;
1137 op->x = x; 970 op->x = x;
1138 op->y = y; 971 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 975 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1144 } 977 }
1145 978
1146 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 981 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 984 op->stats.grace = 0;
1152 985
1153 if (op->msg) 986 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 988
1156 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");
1157 return 0; 990 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 991}
1208 992
1209void 993void
1210flee_player (object *op) 994flee_player (object *op)
1211{ 995{
1241 { 1025 {
1242 op->enemy = NULL; 1026 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1028 return;
1245 } 1029 }
1030
1246 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1247 1032
1248 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1250 { 1035 {
1251 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1252 1037
1253 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)))
1254 {
1255 return; 1039 return;
1256 }
1257 } 1040 }
1041
1258 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1044 op->enemy = NULL;
1261} 1045}
1262 1046
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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))));
1350 else 1134 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &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
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1139 }
1140
1384 /* philosophy: 1141 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1146 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1183 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1184 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1185 if (tmp->type == FOOD)
1429 { 1186 {
1430 pick_up (op, tmp); 1187 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1188 continue;
1434 } 1189 }
1190
1435 if (op->contr->mode & PU_DRINK) 1191 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1193 {
1438 pick_up (op, tmp); 1194 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1195 continue;
1442 } 1196 }
1443 1197
1444 if (op->contr->mode & PU_POTION) 1198 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1199 if (tmp->type == POTION)
1446 { 1200 {
1447 pick_up (op, tmp); 1201 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1202 continue;
1451 } 1203 }
1452 1204
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1205 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1206 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1207 if (tmp->type == SPELLBOOK)
1456 { 1208 {
1457 pick_up (op, tmp); 1209 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1210 continue;
1461 } 1211 }
1212
1462 if (op->contr->mode & PU_SKILLSCROLL) 1213 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1214 if (tmp->type == SKILLSCROLL)
1464 { 1215 {
1465 pick_up (op, tmp); 1216 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1217 continue;
1469 } 1218 }
1219
1470 if (op->contr->mode & PU_READABLES) 1220 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1221 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1222 {
1473 pick_up (op, tmp); 1223 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1224 continue;
1477 } 1225 }
1478 1226
1479 /* wands/staves/rods/horns */ 1227 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1228 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1229 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1230 {
1483 pick_up (op, tmp); 1231 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1232 continue;
1487 } 1233 }
1488 1234
1489 /* pick up all magical items */ 1235 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1236 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1238 {
1493 pick_up (op, tmp); 1239 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1240 continue;
1497 } 1241 }
1498 1242
1499 if (op->contr->mode & PU_VALUABLES) 1243 if (op->contr->mode & PU_VALUABLES)
1500 { 1244 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1245 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1246 {
1503 pick_up (op, tmp); 1247 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1248 continue;
1507 } 1249 }
1508 } 1250 }
1509 1251
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1252 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1253 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1254 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1255 {
1514 pick_up (op, tmp); 1256 pick_up (op, tmp);
1257 continue;
1515 if (0) 1258 }
1516 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);
1517 continue; 1265 continue;
1518 } 1266 }
1519 1267
1520 /* bows and arrows. Bows are good for selling! */ 1268 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1269 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1270 if (tmp->type == BOW)
1523 { 1271 {
1524 pick_up (op, tmp); 1272 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1273 continue;
1528 } 1274 }
1275
1529 if (op->contr->mode & PU_ARROW) 1276 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1277 if (tmp->type == ARROW)
1531 { 1278 {
1532 pick_up (op, tmp); 1279 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1280 continue;
1536 } 1281 }
1537 1282
1538 /* all kinds of armor etc. */ 1283 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1284 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1285 if (tmp->type == ARMOUR)
1541 { 1286 {
1542 pick_up (op, tmp); 1287 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1288 continue;
1546 } 1289 }
1290
1547 if (op->contr->mode & PU_HELMET) 1291 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1292 if (tmp->type == HELMET)
1549 { 1293 {
1550 pick_up (op, tmp); 1294 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1295 continue;
1554 } 1296 }
1297
1555 if (op->contr->mode & PU_SHIELD) 1298 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1299 if (tmp->type == SHIELD)
1557 { 1300 {
1558 pick_up (op, tmp); 1301 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1302 continue;
1562 } 1303 }
1304
1563 if (op->contr->mode & PU_BOOTS) 1305 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1306 if (tmp->type == BOOTS)
1565 { 1307 {
1566 pick_up (op, tmp); 1308 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1309 continue;
1570 } 1310 }
1311
1571 if (op->contr->mode & PU_GLOVES) 1312 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1313 if (tmp->type == GLOVES)
1573 { 1314 {
1574 pick_up (op, tmp); 1315 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1316 continue;
1578 } 1317 }
1318
1579 if (op->contr->mode & PU_CLOAK) 1319 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1320 if (tmp->type == CLOAK)
1581 { 1321 {
1582 pick_up (op, tmp); 1322 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1323 continue;
1586 } 1324 }
1587 1325
1588 /* hoping to catch throwing daggers here */ 1326 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1327 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1328 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1329 {
1592 pick_up (op, tmp); 1330 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1331 continue;
1596 } 1332 }
1597 1333
1598 /* careful: chairs and tables are weapons! */ 1334 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1335 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1338 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1341 {
1606 pick_up (op, tmp); 1342 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1343 continue;
1610 } 1344 }
1611 } 1345 }
1346
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1347 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1348 {
1614 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)
1615 { 1350 {
1616 pick_up (op, tmp); 1351 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1352 continue;
1620 } 1353 }
1621 } 1354 }
1622 } 1355 }
1623 1356
1624 /* misc stuff that's useful */ 1357 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1358 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1359 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1360 {
1628 pick_up (op, tmp); 1361 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1362 continue;
1632 } 1363 }
1633 1364
1634 /* 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
1635 * pickups */ 1366 * pickups */
1657 continue; 1388 continue;
1658 } 1389 }
1659 } 1390 }
1660 } /* the new pickup model */ 1391 } /* the new pickup model */
1661 } 1392 }
1393
1662 return !stop; 1394 return !stop;
1663} 1395}
1664 1396
1665/* 1397/*
1666 * Find an arrow in the inventory and after that 1398 * Find an arrow in the inventory and after that
1843 if (!dir) 1575 if (!dir)
1844 { 1576 {
1845 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!");
1846 return 0; 1578 return 0;
1847 } 1579 }
1580
1848 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1850 else 1583 else
1851 { 1584 {
1852 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1860 { 1593 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1595 return 0;
1863 } 1596 }
1864 } 1597 }
1598
1865 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1866 { 1600 {
1867 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);
1868 return 0; 1602 return 0;
1869 } 1603 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1606
1873 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1876 if (bowspeed < 1) 1611 if (bowspeed < 1)
1877 bowspeed = 1; 1612 bowspeed = 1;
1878 1613
1879 if (arrow == NULL) 1614 if (arrow == NULL)
1880 { 1615 {
1886 else 1621 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1623 return 0;
1889 } 1624 }
1890 } 1625 }
1626
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1629 return 0;
1895 } 1630
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1632 {
1898 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.");
1899 return 0; 1634 return 0;
1900 } 1635 }
1901 1636
1902 /* this should not happen, but sometimes does */ 1637 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1638 if (arrow->nrof == 0)
1904 { 1639 {
1905 remove_ob (arrow); 1640 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1641 return 0;
1908 } 1642 }
1909 1643
1910 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1646 if (!arrow)
1913 { 1647 {
1914 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);
1915 return 0; 1649 return 0;
1916 } 1650 }
1917 set_owner (arrow, op); 1651
1652 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1654 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1655
1924 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1925 { 1657 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1659 op->update_stats ();
1928 } 1660 }
1929 1661
1930 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1936 1668
1937 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1938 * 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.
1939 */ 1671 */
1940 1672
1942 1674
1943 /* update the speed */ 1675 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 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;
1946 1678
1947 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1951 1681
1952 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1953 { 1683 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1694 }
1965 1695
1966 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1968 1698
1969 if (bow->slaying != NULL) 1699 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1971 1701
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1704
1976 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);
1977 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1978 1707
1979 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1709 move_arrow (arrow);
1981 1710
1982 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
2008 } 1737 }
2009 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)
2010 { 1739 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1741 wcmod = -1;
1742
2013 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);
2014 } 1744 }
2015 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
2016 { 1746 {
2017 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);
2087 1817
2088 if (item->arch) 1818 if (item->arch)
2089 { 1819 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2092 item->speed = 0; 1822 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1823 }
1824
2095 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1827 }
2098 } 1828 }
2099 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1830 drain_rod_charge (item);
2102 }
2103 } 1831 }
2104} 1832}
2105 1833
2106/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2107 */ 1835 */
2130 case range_misc: 1858 case range_misc:
2131 fire_misc_object (op, dir); 1859 fire_misc_object (op, dir);
2132 return; 1860 return;
2133 1861
2134 case range_golem: /* Control summoned monsters from scrolls */ 1862 case range_golem: /* Control summoned monsters from scrolls */
2135 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))
2136 { 1864 {
2137 op->contr->ranges[range_golem] = NULL; 1865 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1866 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1867 }
2141 else 1868 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1869 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1870 return;
2144 1871
2147 { 1874 {
2148 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2149 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.");
2150 return; 1877 return;
2151 } 1878 }
1879
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return; 1881 return;
2154 case range_builder: 1882 case range_builder:
2155 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2156 return; 1884 return;
2157 default: 1885 default:
2251 * 0 otherwise 1979 * 0 otherwise
2252 */ 1980 */
2253static int 1981static int
2254player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2255{ 1983{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2260 */ 1987 */
2261 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2303 */ 2030 */
2304
2305void 2031void
2306move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2307{ 2033{
2308 object *tmp, *mon; 2034 object *tmp, *mon;
2309 sint16 nx, ny; 2035 sint16 nx, ny;
2311 maptile *m; 2037 maptile *m;
2312 2038
2313 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2315 2041
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2317 2043
2318 /* 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
2319 * 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
2320 * 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
2321 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2326 */ 2052 */
2327 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))
2328 { 2054 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2056 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2332 if (!m) 2058 if (!m)
2333 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2334 } 2060 }
2335 else 2061 else
2336 m = op->map; 2062 m = op->map;
2337 2063
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 2065 return;
2342 }
2343 2066
2344 mon = NULL; 2067 mon = 0;
2345 /* 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
2346 * 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.
2347 * 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
2348 * on the space 2071 * on the space
2349 */ 2072 */
2350 while (tmp != NULL) 2073 while (tmp)
2351 { 2074 {
2352 if (tmp == op) 2075 if (tmp == op)
2353 { 2076 {
2354 tmp = tmp->above; 2077 tmp = tmp->above;
2355 continue; 2078 continue;
2365 mon = tmp; 2088 mon = tmp;
2366 2089
2367 tmp = tmp->above; 2090 tmp = tmp->above;
2368 } 2091 }
2369 2092
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2094 return; /* into a wall */
2372 2095
2373 if (mon->head != NULL) 2096 if (mon->head)
2374 mon = mon->head; 2097 mon = mon->head;
2375 2098
2376 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))
2377 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2378 return; 2101 return;
2390 * player owns it and it is either friendly or unagressive. 2113 * player owns it and it is either friendly or unagressive.
2391 */ 2114 */
2392 if ((op->type == PLAYER) 2115 if ((op->type == PLAYER)
2393#if COZY_SERVER 2116#if COZY_SERVER
2394 && 2117 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2118 ((mon->owner && mon->owner->contr
2396 && 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)
2397#else 2120#else
2398 && get_owner (mon) == op 2121 && mon->owner == op
2399#endif 2122#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2124 {
2402 /* 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 */
2403 if (op->contr->braced) 2126 if (op->contr->braced)
2404 return; 2127 return;
2128
2405 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);
2406 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2132 make_visible (op);
2133
2409 return; 2134 return;
2410 } 2135 }
2411 2136
2412 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2140 * attack them either.
2416 */ 2141 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (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)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2145 (op->contr->peaceful
2421 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2422 && mon->contr-> 2147 && mon->contr->
2423 peaceful)) && 2148 peaceful)) &&
2424#else 2149#else
2425 op->contr->peaceful && 2150 op->contr->peaceful &&
2426#endif 2151#endif
2427 !on_battleground)) 2152 !on_battleground))
2428 { 2153 {
2429 if (!op->contr->braced) 2154 if (!op->contr->braced)
2430 { 2155 {
2431 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);
2432 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2433 } 2158 }
2434 else 2159 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2161
2438 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2163 make_visible (op);
2440 } 2164 }
2441 2165
2442 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2453 * 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
2454 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2455 * 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
2456 * 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.
2457 */ 2181 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((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)))
2461 { 2184 {
2462 2185
2463 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2194
2472 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 */
2473 } 2196 }
2474 2197
2475 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2476 2199
2477 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2203 * the wiz.
2482 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))
2483 { 2206 {
2484 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2485 2208
2486 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2489 } 2212 }
2213
2490 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2491 make_visible (op); 2215 make_visible (op);
2492 } 2216 }
2493 } /* if player should attack something */ 2217 } /* if player should attack something */
2494} 2218}
2496int 2220int
2497move_player (object *op, int dir) 2221move_player (object *op, int dir)
2498{ 2222{
2499 int pick; 2223 int pick;
2500 2224
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2226 return 0;
2503 2227
2504 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2506 { 2230 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2232 return 0;
2509 } 2233 }
2510 2234
2511 /* peterm: added following line */ 2235 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2514 2238
2515 op->facing = dir; 2239 op->facing = dir;
2516 2240
2529 2253
2530 /* 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
2531 * server can handle repeat firing. 2255 * server can handle repeat firing.
2532 */ 2256 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2258 op->direction = dir;
2536 }
2537 else 2259 else
2538 {
2539 op->direction = 0; 2260 op->direction = 0;
2540 } 2261
2541 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2264 * for players.
2544 */ 2265 */
2545 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2590 /* 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
2591 * 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
2592 * 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
2593 * 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.
2594 */ 2315 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((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))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2317 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2318
2602 /* 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
2603 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2321 * called, so we recheck it here.
2605 */ 2322 */
2606 HandleClient (&op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2607 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2608 return 0; 2327 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2329 {
2612 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2331 op->speed_left--;
2614 2332
2615 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2616 * 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
2617 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2618 */ 2336 */
2619 move_player (op, op->direction); 2337 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2338
2621 return 1; 2339 return op->speed_left > 0;
2622 else 2340 }
2623 return 0;
2624 } 2341 }
2342
2625 return 0; 2343 return 0;
2626} 2344}
2627 2345
2628int 2346int
2629save_life (object *op) 2347save_life (object *op)
2630{ 2348{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2350 return 0;
2635 2351
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2352 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2354 {
2639 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);
2640 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
2641 if (op->contr) 2358 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2359 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2360
2644 free_object (tmp); 2361 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363
2646 if (op->stats.hp < 0) 2364 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2366
2648 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2649 op->stats.food = 999; 2368 op->stats.food = 999;
2650 fix_player (op); 2369
2370 op->update_stats ();
2651 return 1; 2371 return 1;
2652 } 2372 }
2373
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2376 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2377 return 0;
2657} 2378}
2666{ 2387{
2667 object *next; 2388 object *next;
2668 2389
2669 while (op) 2390 while (op)
2670 { 2391 {
2671 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' */
2672 * we remove object 'op' 2393
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2395 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2682 } 2400 }
2683 else if (op->inv) 2401 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2403
2685 op = next; 2404 op = next;
2686 } 2405 }
2687} 2406}
2688
2689 2407
2690/* 2408/*
2691 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2422 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2425 else
2708 sprintf (buf, "%s\n", &op->name); 2426 sprintf (buf, "%s\n", &op->name);
2427
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2429 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2712 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);
2713 else 2432 else
2714 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
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2436 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2437 if (op->type == PLAYER)
2718 { 2438 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2441 strcat (buf2, buf);
2722 } 2442 }
2443
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2446 strcat (buf2, buf);
2447
2726 return buf2; 2448 return buf2;
2727} 2449}
2728
2729
2730 2450
2731void 2451void
2732do_some_living (object *op) 2452do_some_living (object *op)
2733{ 2453{
2734 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2743 const int max_grace = 1; 2463 const int max_grace = 1;
2744 2464
2745 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2746 { 2466 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 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)
2749 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2470 }
2751 2471
2752 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2753 { 2473 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2478 else
2760 { 2479 {
2761 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2482 }
2483
2764 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2486 else
2767 { 2487 {
2768 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2490 }
2491
2771 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2494 else
2774 { 2495 {
2775 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2792 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))
2793 op->stats.food = last_food; 2514 op->stats.food = last_food;
2794 } 2515 }
2795 } 2516 }
2517
2796 if (max_sp > 1) 2518 if (max_sp > 1)
2797 { 2519 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2521 if (over_sp > 0)
2800 { 2522 {
2801 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2802 { 2524 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2804 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))
2805 op->stats.sp--; 2528 op->stats.sp--;
2529
2806 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2808 } 2532 }
2809 op->last_sp = 0; 2533 op->last_sp = 0;
2810 } 2534 }
2811 else 2535 else
2812 {
2813 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);
2814 }
2815 } 2537 }
2816 else 2538 else
2817 {
2818 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);
2819 }
2820 } 2540 }
2821 2541
2822 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2823 /* 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. */
2824 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2825 { 2545 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2828 if (max_grace > 1) 2549 if (max_grace > 1)
2829 { 2550 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2552 if (over_grace > 0)
2832 { 2553 {
2860 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2861 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))
2862 op->stats.food = last_food; 2583 op->stats.food = last_food;
2863 } 2584 }
2864 } 2585 }
2586
2865 if (max_hp > 1) 2587 if (max_hp > 1)
2866 { 2588 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2590 if (over_hp > 0)
2869 { 2591 {
2893 2615
2894 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2895 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);
2896 else 2618 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2898 /* dms do not consume food */ 2621 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2623 op->stats.food--;
2901 } 2624 }
2902 }
2903 2625
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2627 {
2906 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2907 2629
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2631 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2914 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.");
2915 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2639 break;
2918 } 2640 }
2919 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2920 flesh = tmp; 2642 flesh = tmp;
2921 } /* End if paid for object */ 2643 } /* End if paid for object */
2922 } /* end of for loop */ 2644 } /* end of for loop */
2645
2923 /* 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
2924 * eat flesh instead. 2647 * eat flesh instead.
2925 */ 2648 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2650 {
2928 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.");
2929 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2930 } 2653 }
2931 } /* end if player is starving */ 2654 }
2932 2655
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2935 2658
2936 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))
2937 kill_player (op); 2660 kill_player (op);
2661 }
2938} 2662}
2939
2940
2941 2663
2942/* 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.
2943 * 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
2944 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2667 * file.
2975 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!");
2976 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...");
2977 2699
2978 /* restore player */ 2700 /* restore player */
2979 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2703 {
2983 remove_ob (tmp); 2704 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2706 }
2987 2707
2988 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2710 {
2992 remove_ob (tmp); 2711 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2713 }
2996 2714
2997 cure_disease (op, 0); /* remove any disease */ 2715 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2718 op->stats.food = 999;
3001 2719
3002 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2722 {
3006 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2724 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
3009 " 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",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2728 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2732 }
3017 2733
3018 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2736 op->contr->braced = 0;
3025 2741
3026 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
3027 2743
3028 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
3029 { 2745 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
3039 } 2748 }
3040 else 2749 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3050 } 2751
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2753
3053 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3054 x = op->x; 2755 x = op->x;
3055 y = op->y; 2756 y = op->y;
3056 map = op->map; 2757 map = op->map;
3057 2758
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * 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.
3063 * 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.
3064 */ 2762 */
3065 2763
3066 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2766 * of death.
3069 */ 2767 */
3070#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3072 { 2770 {
3073 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3074 /* 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
3075 more if they do. */ 2773 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2776 little bit harder. */
3079 /* GD */ 2777 /* GD */
3080 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2779 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2780 else
3086 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3087 num_stats_lose = 1; 2784 num_stats_lose = 1;
3088 } 2785
3089 lost_a_stat = 0; 2786 lost_a_stat = 0;
3090 2787
3091 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3092 { 2789 {
3093 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3094 2791
3095 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3096 { 2793 {
3097 /* 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
3098 * what he lost. 2795 * what he lost.
3099 */ 2796 */
3100 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 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);
3106 } 2815 }
3107 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3108 { 2818 {
3109 /* deplete a stat */ 2819 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3111 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3112 2822 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2823 {
3116 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3118 } 2826
3119 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 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)
3126 { 2833 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2834 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2836 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2837 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2838 else
3161 if (this_stat >= -50)
3162 { 2839 {
3163 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 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"); */
3168 } 2845 }
3169 } 2846 }
3170 } 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 }
3171 } 2866 }
2867 }
2868 }
3172 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2870 if (!lost_a_stat)
3174 { 2871 {
3175 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3178 2875
3179 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3180 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);
3181 else 2878 else
3182 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.");
3183 } 2880 }
3184#else 2881#else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186#endif 2883#endif
3187 2884
3188 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3189 * exp loss on the stone. 2886 * exp loss on the stone.
3190 */ 2887 */
3191 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3192 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3193 tmp->name = buf; 2890 tmp->name = buf;
3194 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3195 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3196 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);
3197 tmp->msg = buf; 2894 tmp->msg = buf;
3198 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3199 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3200 2897
3201 /**************************************/ 2898 /**************************************/
3202 /* */ 2899 /* */
3203 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3204 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3205 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3206 /* */ 2903 /* */
3207 /**************************************/ 2904 /**************************************/
3208 2905
3209 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2907 /* restore player */
3211 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
2910
3213 if (tmp) 2911 if (tmp)
3214 { 2912 {
3215 remove_ob (tmp); 2913 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2915 }
3219 2916
3220 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2919 if (tmp)
3223 { 2920 {
3224 remove_ob (tmp); 2921 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2923 }
3228 2924
3229 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3230 2926
3231 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3232 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3233 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3234 op->stats.food = 900; 2930 op->stats.food = 900;
3235 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3236 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3237 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3238 2934
3239 /* 2935 /*
3240 * 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
3241 * 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
3242 * in the map. 2938 * in the map.
3243 */ 2939 */
3244 2940
3245 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3246 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3247 2943
3248 /****************************************/ 2944 /****************************************/
3249 /* */ 2945 /* */
3250 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3251 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3252 /* */ 2948 /* */
3253 /****************************************/ 2949 /****************************************/
3254 2950
3255 enter_player_savebed (op); 2951 enter_player_savebed (op);
3256 2952
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2953 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2954
3263 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2958 * on the space that might harm the player.
3267 */ 2959 */
3268 will_kill_again = 0; 2960 will_kill_again = 0;
3269 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)
3270 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3271 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3272 2964
3273 if (will_kill_again) 2965 if (will_kill_again)
3274 { 2966 {
3275 object *force; 2967 object *force;
3276 int at; 2968 int at;
3277 2969
3278 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3279 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3280 force->speed = 0.1; 2972 force->speed = 0.1;
3281 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3282 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3283 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3284 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3285 force->resist[at] = 100; 2977 force->resist[at] = 100;
3286 2978
3287 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3288 fix_player (op); 2980 op->update_stats ();
3289 2981
3290 } 2982 }
3291 2983
3292 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3293 return;
3294 } /* NOT_PERMADETH */
3295 else
3296 {
3297 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3298 * should probably be embedded in an else statement.
3299 */
3300
3301 op->contr->party = NULL;
3302 if (settings.set_title == TRUE)
3303 op->contr->own_title[0] = '\0';
3304 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3305 check_score (op);
3306 if (op->contr->ranges[range_golem] != NULL)
3307 {
3308 remove_friendly_object (op->contr->ranges[range_golem]);
3309 remove_ob (op->contr->ranges[range_golem]);
3310 free_object (op->contr->ranges[range_golem]);
3311 op->contr->ranges[range_golem] = NULL;
3312 op->contr->golem_count = 0;
3313 }
3314 loot_object (op); /* Remove some of the items for good */
3315 remove_ob (op);
3316 op->direction = 0;
3317
3318 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3319 {
3320 delete_character (op->name, 0);
3321 if (settings.resurrection == TRUE)
3322 {
3323 /* save playerfile sans equipment when player dies
3324 ** then save it as player.pl.dead so that future resurrection
3325 ** type spells will work on them nicely
3326 */
3327 delete_character (op->name, 0);
3328 op->stats.hp = op->stats.maxhp;
3329 op->stats.food = 999;
3330
3331 /* set the location of where the person will reappear when */
3332 /* maybe resurrection code should fix map also */
3333 strcpy (op->contr->maplevel, settings.emergency_mapname);
3334 if (op->map != NULL)
3335 op->map = NULL;
3336 op->x = settings.emergency_x;
3337 op->y = settings.emergency_y;
3338 save_player (op, 0);
3339 op->map = map;
3340 /* please see resurrection.c: peterm */
3341 dead_player (op);
3342 }
3343 else
3344 delete_character (op->name, 1);
3345 }
3346
3347 play_again (op);
3348
3349 /* peterm: added to create a corpse at deathsite. */
3350 tmp = arch_to_object (archetype::find ("corpse_pl"));
3351 sprintf (buf, "%s", &op->name);
3352 tmp->name = tmp->name_pl = buf;
3353 tmp->level = op->level;
3354 tmp->x = x;
3355 tmp->y = y;
3356 tmp->msg = gravestone_text (op);
3357 SET_FLAG (tmp, FLAG_UNIQUE);
3358 insert_ob_in_map (tmp, map, NULL, 0);
3359 }
3360} 2985}
3361
3362 2986
3363void 2987void
3364loot_object (object *op) 2988loot_object (object *op)
3365{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3366 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3367 2991
3368 if (op->container) 2992 if (op->container)
3369 { /* close open sack first */
3370 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3371 }
3372 2994
3373 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3374 { 2996 {
3375 next = tmp->below; 2997 next = tmp->below;
3376 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3377 continue; 3000 continue;
3378 remove_ob (tmp); 3001
3002 tmp->remove ();
3379 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3380 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3381 { /* empty container to ground */ 3005 { /* empty container to ground */
3382 loot_object (tmp); 3006 loot_object (tmp);
3383 } 3007 }
3384 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)))
3385 { 3009 {
3386 if (tmp->nrof > 1) 3010 if (tmp->nrof > 1)
3387 { 3011 {
3388 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3389 free_object (tmp2); 3013 tmp2->destroy ();
3390 insert_ob_in_map (tmp, op->map, NULL, 0); 3014 insert_ob_in_map (tmp, op->map, NULL, 0);
3391 } 3015 }
3392 else 3016 else
3393 free_object (tmp); 3017 tmp->destroy ();
3394 } 3018 }
3395 else 3019 else
3396 insert_ob_in_map (tmp, op->map, NULL, 0); 3020 insert_ob_in_map (tmp, op->map, NULL, 0);
3397 } 3021 }
3398} 3022}
3404 */ 3028 */
3405 3029
3406void 3030void
3407fix_weight (void) 3031fix_weight (void)
3408{ 3032{
3409 player *pl; 3033 for_all_players (pl)
3410
3411 for (pl = first_player; pl != NULL; pl = pl->next)
3412 { 3034 {
3413 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3414 3036
3415 if (old == sum) 3037 if (old == sum)
3416 continue; 3038 continue;
3417 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3418 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);
3419 } 3041 }
3420} 3042}
3421 3043
3422void 3044void
3423fix_luck (void) 3045fix_luck (void)
3424{ 3046{
3425 player *pl; 3047 for_all_players (pl)
3426
3427 for (pl = first_player; pl != NULL; pl = pl->next)
3428 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3429 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3430} 3050}
3431
3432 3051
3433/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3434 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3435 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3436 */ 3055 */
3437
3438void 3056void
3439cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3440{ 3058{
3441 object *skop, *spob; 3059 object *skop, *spob;
3442 3060
3463 if (op->type == PLAYER) 3081 if (op->type == PLAYER)
3464 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);
3465 3083
3466 cast_spell (op, throw_ob, dir, spob, NULL); 3084 cast_spell (op, throw_ob, dir, spob, NULL);
3467 3085
3468 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3086 throw_ob->destroy ();
3469 remove_ob (throw_ob);
3470 free_object (throw_ob);
3471} 3087}
3472 3088
3473void 3089void
3474make_visible (object *op) 3090make_visible (object *op)
3475{ 3091{
3489 object *tmp = NULL; 3105 object *tmp = NULL;
3490 3106
3491 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3492 return 1; 3108 return 1;
3493 3109
3494 if (op->type == PLAYER)
3495 for (tmp = op->inv; tmp; tmp = tmp->below)
3496 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3497 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3498 return 1;
3499 return 0; 3110 return 0;
3500} 3111}
3501 3112
3502/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3503 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3559 3170
3560 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3561 3172
3562 /* 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! */
3563 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3564 {
3565 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3566 { 3176 {
3567 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!");
3568 make_visible (op); 3178 make_visible (op);
3569 return; 3179 return;
3570 } 3180 }
3571 else 3181 else
3572 num += 20; 3182 num += 20;
3573 } 3183
3574 num += op->map->difficulty; 3184 num += op->map->difficulty;
3575 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3576 num -= hide; 3186 num -= hide;
3187
3577 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3578 { 3189 {
3579 make_visible (op); 3190 make_visible (op);
3580 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3581 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!");
3582 } 3193 }
3583 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3584 {
3585 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);
3586 }
3587} 3196}
3588 3197
3589/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3590 3199
3591int 3200int
3618 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3619 continue; 3228 continue;
3620 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)))
3621 continue; 3230 continue;
3622 3231
3623 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)
3624 { 3233 {
3625 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))
3626 return 1; 3235 return 1;
3627 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3628 { 3237 {
3658 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3659 { 3268 {
3660 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3661 return -1; 3270 return -1;
3662 } 3271 }
3272
3663 if (!pl || !op) 3273 if (!pl || !op)
3664 return 0; 3274 return 0;
3665 3275
3666 if (op->head)
3667 {
3668 op = op->head; 3276 op = op->head_ ();
3669 } 3277
3670 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3671 3279
3672 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3673 * through the object and find if it has any 3281 * through the object and find if it has any
3674 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3682 3290
3683 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3684 * 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
3685 * for any meaningful values. 3293 * for any meaningful values.
3686 */ 3294 */
3687 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3688 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3689 !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)])
3690 return 1; 3298 return 1;
3691 op = op->more; 3299 op = op->more;
3692 } 3300 }
3693 return 0; 3301 return 0;
3694} 3302}
3804 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3805 return; 3413 return;
3806 3414
3807 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++);
3808 3416
3809 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3810 { 3418 {
3811 /* 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]); */
3812 return; 3420 return;
3813 } 3421 }
3814 3422
3880 { 3488 {
3881 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3882 object *skin; 3490 object *skin;
3883 3491
3884 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3885 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
3886 if (skin == NULL) 3497 if (!skin)
3887 return; 3498 return;
3888 3499
3889 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3890 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3891 { 3502 {

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