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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: player.C,v 1.19 2006/09/11 23:53:30 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h> 26#include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <sounds.h> 28#include <sounds.h>
38#include <living.h> 29#include <living.h>
39#include <object.h> 30#include <object.h>
40#include <spells.h> 31#include <spells.h>
41#include <skills.h> 32#include <skills.h>
42#include <newclient.h>
43 33
44#ifdef COZY_SERVER 34#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 35#include <functional>
46#endif
47 36
48player * 37playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 38
87void 39void
88display_motd (const object *op) 40display_motd (const object *op)
89{ 41{
90 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
93 int comp; 45 int comp;
94 int size; 46 int size;
95 47
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 50 return;
100 } 51
101 motd[0] = '\0'; 52 motd[0] = '\0';
102 size = 0; 53 size = 0;
54
103 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
104 { 56 {
105 if (*buf == '#') 57 if (*buf == '#')
106 continue; 58 continue;
59
107 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 61 size += strlen (buf);
109 } 62 }
63
110 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);
111 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
112} 66}
113 67
114void 68void
120 int comp; 74 int comp;
121 int size; 75 int size;
122 76
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 79 return;
127 } 80
128 rules[0] = '\0'; 81 rules[0] = '\0';
129 size = 0; 82 size = 0;
83
130 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
131 { 85 {
132 if (*buf == '#') 86 if (*buf == '#')
133 continue; 87 continue;
88
134 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
135 { 90 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 92 break;
138 } 93 }
94
139 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 96 size += strlen (buf);
141 } 97 }
98
142 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);
143 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
144} 101}
145 102
146void 103void
154 int size; 111 int size;
155 112
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 115 return;
116
159 news[0] = '\0'; 117 news[0] = '\0';
160 subject[0] = '\0'; 118 subject[0] = '\0';
161 size = 0; 119 size = 0;
120
162 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
163 { 122 {
164 if (*buf == '#') 123 if (*buf == '#')
165 continue; 124 continue;
125
166 if (*buf == '%') 126 if (*buf == '%')
167 { /* send one news */ 127 { /* send one news */
168 if (size > 0) 128 if (size > 0)
169 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
170 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
171 strip_endline (subject); 132 strip_endline (subject);
172 size = 0; 133 size = 0;
173 news[0] = '\0'; 134 news[0] = '\0';
174 } 135 }
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 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);
189 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
190} 151}
191 152
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316}
317
318/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
319static void 154static void
320set_first_map (object *op) 155set_first_map (object *op)
321{ 156{
322 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
323 op->x = -1; 158 op->x = -1;
324 op->y = -1; 159 op->y = -1;
325 enter_exit (op, NULL);
326} 160}
327 161
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 run_on = 0;
217 fire_on = 0;
218
219 ns->update_look = 0;
220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320}
321
322player::player ()
323{
324 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point.
326 */
327 outputs_sync = 16; /* Every 2 seconds */
328 outputs_count = 8; /* Keeps present behaviour */
329 unapply = unapply_nochoice;
330
331 savebed_map = first_map_path; /* Init. respawn position */
332
333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341}
342
343void
344player::do_destroy ()
345{
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
351 {
352 ob->destroy_inv (false);
353 ob->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
328/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 364 * All we can really get in this is some settings like host and display
330 * mode. 365 * mode.
331 */ 366 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 367player *
368player::create ()
369{
370 player *pl = new player;
337 371
338 p = get_player (NULL); 372 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns;
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
341 if (p->socket.faces_sent == NULL)
342 fatal (OUT_OF_MEMORY);
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 373 set_first_map (pl->ob);
350 374
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 375 return pl;
358} 376}
359 377
360/* 378/*
361 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
371 { 389 {
372 if (at == NULL || at->next == NULL) 390 if (at == NULL || at->next == NULL)
373 at = first_archetype; 391 at = first_archetype;
374 else 392 else
375 at = at->next; 393 at = at->next;
394
376 if (at->clone.type == PLAYER) 395 if (at->clone.type == PLAYER)
377 return at; 396 return at;
397
378 if (at == start) 398 if (at == start)
379 { 399 {
380 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 401 exit (-1);
382 } 402 }
383 } 403 }
384} 404}
385 405
386
387object * 406object *
388get_nearest_player (object *mon) 407get_nearest_player (object *mon)
389{ 408{
390 object *op = NULL; 409 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 410 objectlink *ol;
393 unsigned lastdist; 411 unsigned lastdist;
394 rv_vector rv; 412 rv_vector rv;
395 413
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 415 {
398 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 423 object *tmp = ol->ob;
406 424
407 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 426 * itself will have been cleared.
409 */ 427 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
411 ol = ol->next; 430 ol = ol->next;
412 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
413 if (!ol) 432 if (!ol)
414 return op; 433 return op;
415 } 434 }
428 { 447 {
429 op = ol->ob; 448 op = ol->ob;
430 lastdist = rv.distance; 449 lastdist = rv.distance;
431 } 450 }
432 } 451 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 452
434 { 453 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
439 { 456 {
440 op = pl->ob; 457 op = pl->ob;
441 lastdist = rv.distance; 458 lastdist = rv.distance;
442 } 459 }
443 } 460
444 }
445#if 0 461#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 463#endif
448 return op; 464 return op;
449} 465}
467 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 485 * is probably not a good thing.
470 */ 486 */
471#define MAX_SPACES 50 487#define MAX_SPACES 50
472
473 488
474/* 489/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 511path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 512{
498 rv_vector rv; 513 rv_vector rv;
499 sint16 x, y; 514 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 515 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 516 maptile *m, *lastmap;
502 517
503 get_rangevector (mon, pl, &rv, 0); 518 get_rangevector (mon, pl, &rv, 0);
504 519
505 if (rv.distance < mindiff) 520 if (rv.distance < mindiff)
506 return 0; 521 return 0;
650 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 666 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 667 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 669 {
655 remove_ob (op); 670 op->destroy ();
656 free_object (op);
657 continue; 671 continue;
658 } 672 }
659 } 673 }
660 674
661 /* This really needs to be better - we should really give 675 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
673 break; 687 break;
674 688
675 if (tmp) 689 if (tmp)
676 { 690 {
677 remove_ob (op); 691 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 693 continue;
681 } 694 }
695
682 if (op->nrof > 1) 696 if (op->nrof > 1)
683 op->nrof = 1; 697 op->nrof = 1;
684 } 698 }
685 699
686 if (op->type == SPELLBOOK && op->inv) 700 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 712 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 713 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 714 }
701 if (op->type == SPELL) 715 if (op->type == SPELL)
702 { 716 {
703 remove_ob (op); 717 op->destroy ();
704 free_object (op);
705 continue; 718 continue;
706 } 719 }
707 else if (op->type == SKILL) 720 else if (op->type == SKILL)
708 { 721 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
719 link_player_skills (pl); 732 link_player_skills (pl);
720} 733}
721 734
722void 735void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 736get_party_password (object *op, partylist *party)
807{ 737{
808 if (party == NULL) 738 if (party == NULL)
809 { 739 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return; 741 return;
812 } 742 }
743
813 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 748}
818
819 749
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 751static int
822roll_stat (void) 752roll_stat (void)
823{ 753{
824 int a[4], i, j, k; 754 int a[4], i, j, k;
825 755
826 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
829 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 760 if (a[i] < k)
831 k = a[i], j = i; 761 k = a[i], j = i;
832 762
833 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 764 if (i != j)
836 k += a[i]; 765 k += a[i];
837 } 766
838 return k; 767 return k;
839} 768}
840 769
841void 770void
842roll_stats (object *op) 771object::roll_stats ()
843{ 772{
844 int sum = 0;
845 int i = 0, j = 0;
846 int statsort[7]; 773 int statsort [7];
847 774
848 do 775 for (;;)
849 {
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 } 776 {
859 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
860 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
861 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 787
870 /* a quick and dirty bubblesort? */
871 do
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886
887 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
888 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
889 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
890 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
891 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
894 795
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 796 stats.exp = 0;
906 op->stats.ac = 0; 797 stats.ac = 0;
907 798
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 799 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
915 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
916 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
917} 811}
918 812
919void 813void
920Roll_Again (object *op) 814object::swap_stats (int a, int b)
921{ 815{
922 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 818 set_attr_value (&contr->orig_stats, b, tmp);
925}
926 819
927void 820 stats.Str = contr->orig_stats.Str;
928Swap_Stat (object *op, int Swap_Second) 821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
848}
849
850static void
851start_info (object *op)
929{ 852{
930 signed char tmp;
931 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
932 854
933 if (op->contr->Swap_First == -1) 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 859}
1048 860
1049/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1053 * not the class. 865 * not the class.
1054 */ 866 */
1055
1056int 867int
1057key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1058{ 869{
1059 int tmp_loop; 870 int tmp_loop;
1060 871
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1068 { 873 {
1069 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1070 875
1071 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (op->contr, op->weight + op->carrying);
878
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 879 treasurelist *tl = find_treasurelist ("starting_wealth");
880 if (tl)
881 create_treasure (tl, op, 0, 0, 0);
1074 882
1075 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1077 885
1078 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1079 887
1080 if (op->msg) 888 if (op->msg)
1081 op->msg = NULL; 889 op->msg = NULL;
1082 890
1083 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1084 * to save here. 892 * to save here.
1085 */ 893 */
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1087 make_path_to_file (buf); 895 make_path_to_file (buf);
1088 896
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 897 start_info (op);
1093 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1095 link_player_skills (op); 900 link_player_skills (op);
1096 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1097 fix_player (op); 902 op->update_stats ();
1098 903
1099 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1100 * is one for this race 905 * is one for this race
1101 */ 906 */
1102 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1103 { 908 {
1104 object *tmp; 909 object *tmp;
1105 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1106 911
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1108 tmp = get_object (); 913 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1111 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1114 * default initial map */ 919 * default initial map */
1115 free_object (tmp); 920 tmp->destroy ();
1116 } 921 }
1117 else 922 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 924
1121 return 0; 925 return 0;
1122 } 926 }
1123 927
1124 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1129 while (!tmp_loop) 933 while (!tmp_loop)
1130 { 934 {
1131 shstr name = op->name; 935 shstr name = op->name;
1132 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1133 937
1134 remove_statbonus (op); 938 op->remove_statbonus ();
1135 remove_ob (op); 939 op->remove ();
1136 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1137 copy_object (&op->arch->clone, op); 941 op->arch->clone.copy_to (op);
1138 op->instantiate (); 942 op->instantiate ();
1139 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1140 op->name = op->name_pl = name; 944 op->name = op->name_pl = name;
1141 op->x = x; 945 op->x = x;
1142 op->y = y; 946 op->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 949 assign (op->contr->title, op->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 950 op->add_statbonus ();
1148 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1149 } 952 }
1150 953
1151 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op); 956 op->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0; 959 op->stats.grace = 0;
960
1157 if (op->msg) 961 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0; 965 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207
1208 play_again (op);
1209 return 1;
1210} 966}
1211 967
1212void 968void
1213flee_player (object *op) 969flee_player (object *op)
1214{ 970{
1244 { 1000 {
1245 op->enemy = NULL; 1001 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 1003 return;
1248 } 1004 }
1005
1249 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1250 1007
1251 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1253 { 1010 {
1254 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1255 1012
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return; 1014 return;
1259 }
1260 } 1015 }
1016
1261 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1019 op->enemy = NULL;
1264} 1020}
1265 1021
1270 */ 1026 */
1271int 1027int
1272check_pick (object *op) 1028check_pick (object *op)
1273{ 1029{
1274 object *tmp, *next; 1030 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1031 int stop = 0;
1277 int j, k, wvratio; 1032 int j, k, wvratio;
1278 char putstring[128], tmpstr[16]; 1033 char putstring[128], tmpstr[16];
1279 1034
1280
1281 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1283 return 1; 1037 return 1;
1284 1038
1285 op_tag = op->count;
1286
1287 next = op->below; 1039 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1040
1291 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 1042 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1294 { 1044 {
1295 tmp = next; 1045 tmp = next;
1296 next = tmp->below; 1046 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1047
1300 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1301 return 0; 1049 return 0;
1302 1050
1303 if (!can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1304 continue; 1052 continue;
1305 1053
1313 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1062 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1063 {
1316 switch (op->contr->mode) 1064 switch (op->contr->mode)
1317 { 1065 {
1318 case 0: 1066 case 0:
1319 return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1320 case 1: 1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1321 pick_up (op, tmp); 1085 pick_up (op, tmp);
1322 return 1; 1086 break;
1087
1323 case 2: 1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1090 pick_up (op, tmp);
1325 return 0; 1091 break;
1326 case 3: 1092
1327 return 0; /* stop before pickup */ 1093 default:
1328 case 4: 1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1329 pick_up (op, tmp); 1097 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1098 }
1351 } 1099 }
1352 else 1100 else
1353 { /* old model */ 1101 { /* old model */
1354 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else 1109 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 } 1114 }
1115
1395 /* philosophy: 1116 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's 1117 * It's easy to grab an item type from a pile, as long as it's
1397 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1400 * example. 1121 * example.
1401 * The drawback: right now it has no frontend, so you need to 1122 * The drawback: right now it has no frontend, so you need to
1402 * stick the bits you want into a calculator in hex mode and then 1123 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1158 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1159 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1160 if (tmp->type == FOOD)
1440 { 1161 {
1441 pick_up (op, tmp); 1162 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1163 continue;
1445 } 1164 }
1165
1446 if (op->contr->mode & PU_DRINK) 1166 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 { 1168 {
1449 pick_up (op, tmp); 1169 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1170 continue;
1453 } 1171 }
1454 1172
1455 if (op->contr->mode & PU_POTION) 1173 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1174 if (tmp->type == POTION)
1457 { 1175 {
1458 pick_up (op, tmp); 1176 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1177 continue;
1462 } 1178 }
1463 1179
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1180 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1181 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1182 if (tmp->type == SPELLBOOK)
1467 { 1183 {
1468 pick_up (op, tmp); 1184 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1185 continue;
1472 } 1186 }
1187
1473 if (op->contr->mode & PU_SKILLSCROLL) 1188 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1189 if (tmp->type == SKILLSCROLL)
1475 { 1190 {
1476 pick_up (op, tmp); 1191 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1192 continue;
1480 } 1193 }
1194
1481 if (op->contr->mode & PU_READABLES) 1195 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1197 {
1484 pick_up (op, tmp); 1198 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1199 continue;
1488 } 1200 }
1489 1201
1490 /* wands/staves/rods/horns */ 1202 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1205 {
1494 pick_up (op, tmp); 1206 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1207 continue;
1498 } 1208 }
1499 1209
1500 /* pick up all magical items */ 1210 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1211 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 { 1213 {
1504 pick_up (op, tmp); 1214 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1215 continue;
1508 } 1216 }
1509 1217
1510 if (op->contr->mode & PU_VALUABLES) 1218 if (op->contr->mode & PU_VALUABLES)
1511 { 1219 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1220 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1221 {
1514 pick_up (op, tmp); 1222 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1223 continue;
1518 } 1224 }
1519 } 1225 }
1520 1226
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1227 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1228 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1229 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1230 {
1525 pick_up (op, tmp); 1231 pick_up (op, tmp);
1232 continue;
1526 if (0) 1233 }
1527 fprintf (stderr, "JEWELS\n"); 1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1528 continue; 1240 continue;
1529 } 1241 }
1530 1242
1531 /* bows and arrows. Bows are good for selling! */ 1243 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1244 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1245 if (tmp->type == BOW)
1534 { 1246 {
1535 pick_up (op, tmp); 1247 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1248 continue;
1539 } 1249 }
1250
1540 if (op->contr->mode & PU_ARROW) 1251 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1252 if (tmp->type == ARROW)
1542 { 1253 {
1543 pick_up (op, tmp); 1254 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1255 continue;
1547 } 1256 }
1548 1257
1549 /* all kinds of armor etc. */ 1258 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1259 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1260 if (tmp->type == ARMOUR)
1552 { 1261 {
1553 pick_up (op, tmp); 1262 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1263 continue;
1557 } 1264 }
1265
1558 if (op->contr->mode & PU_HELMET) 1266 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1267 if (tmp->type == HELMET)
1560 { 1268 {
1561 pick_up (op, tmp); 1269 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1270 continue;
1565 } 1271 }
1272
1566 if (op->contr->mode & PU_SHIELD) 1273 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1274 if (tmp->type == SHIELD)
1568 { 1275 {
1569 pick_up (op, tmp); 1276 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1277 continue;
1573 } 1278 }
1279
1574 if (op->contr->mode & PU_BOOTS) 1280 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1281 if (tmp->type == BOOTS)
1576 { 1282 {
1577 pick_up (op, tmp); 1283 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1284 continue;
1581 } 1285 }
1286
1582 if (op->contr->mode & PU_GLOVES) 1287 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1288 if (tmp->type == GLOVES)
1584 { 1289 {
1585 pick_up (op, tmp); 1290 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1291 continue;
1589 } 1292 }
1293
1590 if (op->contr->mode & PU_CLOAK) 1294 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1295 if (tmp->type == CLOAK)
1592 { 1296 {
1593 pick_up (op, tmp); 1297 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1298 continue;
1597 } 1299 }
1598 1300
1599 /* hoping to catch throwing daggers here */ 1301 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1302 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1304 {
1603 pick_up (op, tmp); 1305 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1306 continue;
1607 } 1307 }
1608 1308
1609 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1313 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1316 {
1617 pick_up (op, tmp); 1317 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1318 continue;
1621 } 1319 }
1622 } 1320 }
1321
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1323 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626 { 1325 {
1627 pick_up (op, tmp); 1326 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1327 continue;
1631 } 1328 }
1632 } 1329 }
1633 } 1330 }
1634 1331
1635 /* misc stuff that's useful */ 1332 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1333 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1335 {
1639 pick_up (op, tmp); 1336 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1337 continue;
1643 } 1338 }
1644 1339
1645 /* any of the last 4 bits set means we use the ratio for value 1340 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */ 1341 * pickups */
1668 continue; 1363 continue;
1669 } 1364 }
1670 } 1365 }
1671 } /* the new pickup model */ 1366 } /* the new pickup model */
1672 } 1367 }
1368
1673 return !stop; 1369 return !stop;
1674} 1370}
1675 1371
1676/* 1372/*
1677 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1776 1472
1777object * 1473object *
1778pick_arrow_target (object *op, const char *type, int dir) 1474pick_arrow_target (object *op, const char *type, int dir)
1779{ 1475{
1780 object *tmp = NULL; 1476 object *tmp = NULL;
1781 mapstruct *m; 1477 maptile *m;
1782 int i, mflags, found, number; 1478 int i, mflags, found, number;
1783 sint16 x, y; 1479 sint16 x, y;
1784 1480
1785 if (op->map == NULL) 1481 if (op->map == NULL)
1786 return find_arrow (op, type); 1482 return find_arrow (op, type);
1846 */ 1542 */
1847int 1543int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1545{
1850 object *left, *bow; 1546 object *left, *bow;
1851 tag_t left_tag, tag;
1852 int bowspeed, mflags; 1547 int bowspeed, mflags;
1853 mapstruct *m; 1548 maptile *m;
1854 1549
1855 if (!dir) 1550 if (!dir)
1856 { 1551 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1553 return 0;
1859 } 1554 }
1555
1860 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1861 bow = op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1862 else 1558 else
1863 { 1559 {
1864 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1872 { 1568 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1570 return 0;
1875 } 1571 }
1876 } 1572 }
1573
1877 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1878 { 1575 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1577 return 0;
1881 } 1578 }
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884 1581
1885 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1888 if (bowspeed < 1) 1586 if (bowspeed < 1)
1889 bowspeed = 1; 1587 bowspeed = 1;
1890 1588
1891 if (arrow == NULL) 1589 if (arrow == NULL)
1892 { 1590 {
1898 else 1596 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1900 return 0; 1598 return 0;
1901 } 1599 }
1902 } 1600 }
1601
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1604 return 0;
1907 } 1605
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1607 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1608 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1609 return 0;
1912 } 1610 }
1913 1611
1914 /* this should not happen, but sometimes does */ 1612 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1613 if (arrow->nrof == 0)
1916 { 1614 {
1917 remove_ob (arrow); 1615 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1616 return 0;
1920 } 1617 }
1921 1618
1922 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1621 if (!arrow)
1926 { 1622 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1624 return 0;
1929 } 1625 }
1930 set_owner (arrow, op); 1626
1627 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1629 arrow->direction = dir;
1934 arrow->x = sx;
1935 arrow->y = sy;
1936 1630
1937 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1938 { 1632 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op); 1634 op->update_stats ();
1941 } 1635 }
1942 1636
1943 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1949 1643
1950 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper. 1645 * added to the damage. I think the strength bonus is more proper.
1952 */ 1646 */
1953 1647
1955 1649
1956 /* update the speed */ 1650 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959 1653
1960 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1964 1656
1965 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1966 { 1658 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1972 } 1664 }
1973 else 1665 else
1974 { 1666 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1668 arrow->level = op->level;
1978 } 1669 }
1670
1979 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1980 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1673
1981 if (bow->slaying != NULL) 1674 if (bow->slaying)
1982 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1983 1676
1984 arrow->map = m;
1985 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1679
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1989 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1682
1992 if (!was_destroyed (arrow, tag)) 1683 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1684 move_arrow (arrow);
1994 1685
1995 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1996 { 1687 {
1997 if (was_destroyed (left, left_tag)) 1688 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1689 esrv_del_item (op->contr, left->count);
1999 else 1690 else
2000 esrv_send_item (op, left); 1691 esrv_send_item (op, left);
2001 } 1692 }
1693
2002 return 1; 1694 return 1;
2003} 1695}
2004 1696
2005/* Special fire code for players - this takes into 1697/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1698 * account the special fire modes players can have
2020 } 1712 }
2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 { 1714 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1716 wcmod = -1;
1717
2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026 } 1719 }
2027 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
2028 { 1721 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2099 1792
2100 if (item->arch) 1793 if (item->arch)
2101 { 1794 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2104 item->speed = 0; 1797 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1798 }
1799
2107 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1802 }
2110 } 1803 }
2111 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1805 drain_rod_charge (item);
2114 }
2115 } 1806 }
2116} 1807}
2117 1808
2118/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2119 */ 1810 */
2126 if (action_makes_visible (op)) 1817 if (action_makes_visible (op))
2127 make_visible (op); 1818 make_visible (op);
2128 1819
2129 switch (op->contr->shoottype) 1820 switch (op->contr->shoottype)
2130 { 1821 {
2131 case range_none: 1822 case range_none:
2132 return; 1823 return;
2133 1824
2134 case range_bow: 1825 case range_bow:
2135 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
2136 return; 1827 return;
2137 1828
2138 case range_magic: /* Casting spells */ 1829 case range_magic: /* Casting spells */
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2140 return; 1831 return;
2141 1832
2142 case range_misc: 1833 case range_misc:
2143 fire_misc_object (op, dir); 1834 fire_misc_object (op, dir);
2144 return; 1835 return;
2145 1836
2146 case range_golem: /* Control summoned monsters from scrolls */ 1837 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2148 { 1839 {
2149 op->contr->ranges[range_golem] = NULL; 1840 op->contr->ranges[range_golem] = 0;
2150 op->contr->shoottype = range_none; 1841 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 } 1842 }
2153 else 1843 else
2154 control_golem (op->contr->ranges[range_golem], dir); 1844 control_golem (op->contr->ranges[range_golem], dir);
2155 return; 1845 return;
2156 1846
2157 case range_skill: 1847 case range_skill:
2158 if (!op->chosen_skill) 1848 if (!op->chosen_skill)
2159 { 1849 {
2160 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return; 1852 return;
2163 } 1853 }
1854
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return; 1856 return;
2166 case range_builder: 1857 case range_builder:
2167 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2168 return; 1859 return;
2169 default: 1860 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2171 return; 1862 return;
2172 } 1863 }
2173} 1864}
2174 1865
2175 1866
2176 1867
2263 * 0 otherwise 1954 * 0 otherwise
2264 */ 1955 */
2265static int 1956static int
2266player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2267{ 1958{
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* If its a door, try to find a use a key. If we do destroy the door,
2270 * might as well return immediately as there is nothing more to do - 1960 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2272 */ 1962 */
2273 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2311 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2315 */ 2005 */
2316
2317void 2006void
2318move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2319{ 2008{
2320 object *tmp, *mon; 2009 object *tmp, *mon;
2321 sint16 nx, ny; 2010 sint16 nx, ny;
2322 int on_battleground; 2011 int on_battleground;
2323 mapstruct *m; 2012 maptile *m;
2324 2013
2325 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2327 2016
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2329 2018
2330 /* If braced, or can't move to the square, and it is not out of the 2019 /* If braced, or can't move to the square, and it is not out of the
2331 * map, attack it. Note order of if statement is important - don't 2020 * map, attack it. Note order of if statement is important - don't
2332 * want to be calling move_ob if braced, because move_ob will move the 2021 * want to be calling move_ob if braced, because move_ob will move the
2333 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2338 */ 2027 */
2339 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2340 { 2029 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 { 2031 {
2343 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2344 if (!m) 2033 if (!m)
2345 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2346 } 2035 }
2347 else 2036 else
2348 m = op->map; 2037 m = op->map;
2349 2038
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return; 2040 return;
2354 }
2355 2041
2356 mon = NULL; 2042 mon = 0;
2357 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* Go through all the objects, and find ones of interest. Only stop if
2358 * we find a monster - that is something we know we want to attack. 2044 * we find a monster - that is something we know we want to attack.
2359 * if its a door or barrel (can roll) see if there may be monsters 2045 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space 2046 * on the space
2361 */ 2047 */
2362 while (tmp != NULL) 2048 while (tmp)
2363 { 2049 {
2364 if (tmp == op) 2050 if (tmp == op)
2365 { 2051 {
2366 tmp = tmp->above; 2052 tmp = tmp->above;
2367 continue; 2053 continue;
2368 } 2054 }
2055
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2057 {
2371 mon = tmp; 2058 mon = tmp;
2372 break; 2059 break;
2373 } 2060 }
2061
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2063 mon = tmp;
2064
2376 tmp = tmp->above; 2065 tmp = tmp->above;
2377 } 2066 }
2378 2067
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2069 return; /* into a wall */
2381 2070
2382 if (mon->head != NULL) 2071 if (mon->head)
2383 mon = mon->head; 2072 mon = mon->head;
2384 2073
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2386 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2387 return; 2076 return;
2399 * player owns it and it is either friendly or unagressive. 2088 * player owns it and it is either friendly or unagressive.
2400 */ 2089 */
2401 if ((op->type == PLAYER) 2090 if ((op->type == PLAYER)
2402#if COZY_SERVER 2091#if COZY_SERVER
2403 && 2092 &&
2404 ((get_owner (mon) && get_owner (mon)->contr 2093 ((mon->owner && mon->owner->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2406#else 2095#else
2407 && get_owner (mon) == op 2096 && mon->owner == op
2408#endif 2097#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2099 {
2411 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2101 if (op->contr->braced)
2413 return; 2102 return;
2103
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2415 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2416 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2107 make_visible (op);
2108
2418 return; 2109 return;
2419 } 2110 }
2420 2111
2421 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2424 * attack them either. 2115 * attack them either.
2425 */ 2116 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2428#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2429 (op->contr->peaceful 2120 (op->contr->peaceful
2430 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2431 && mon->contr-> 2122 && mon->contr->
2432 peaceful)) && 2123 peaceful)) &&
2433#else 2124#else
2434 op->contr->peaceful && 2125 op->contr->peaceful &&
2435#endif 2126#endif
2436 !on_battleground)) 2127 !on_battleground))
2437 { 2128 {
2438 if (!op->contr->braced) 2129 if (!op->contr->braced)
2439 { 2130 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2441 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2442 } 2133 }
2443 else 2134 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2136
2447 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2138 make_visible (op);
2449 } 2139 }
2450 2140
2451 /* If the object is a boulder or other rollable object, then 2141 /* If the object is a boulder or other rollable object, then
2462 * Way it works is like this: First, it must have some hit points 2152 * Way it works is like this: First, it must have some hit points
2463 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2464 * 1) Not a player, 2) A player, but of a different party. Note 2154 * 1) Not a player, 2) A player, but of a different party. Note
2465 * that party_number -1 is no party, so attacks can still happen. 2155 * that party_number -1 is no party, so attacks can still happen.
2466 */ 2156 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 { 2159 {
2471 2160
2472 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2480 2169
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 } 2171 }
2483 2172
2484 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2485 2174
2486 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2489 * the wiz. 2178 * the wiz.
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 { 2181 {
2493 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2494 2183
2495 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2497 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2498 } 2187 }
2188
2499 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2500 make_visible (op); 2190 make_visible (op);
2501 } 2191 }
2502 } /* if player should attack something */ 2192 } /* if player should attack something */
2503} 2193}
2505int 2195int
2506move_player (object *op, int dir) 2196move_player (object *op, int dir)
2507{ 2197{
2508 int pick; 2198 int pick;
2509 2199
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2201 return 0;
2512 2202
2513 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2515 { 2205 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2207 return 0;
2518 } 2208 }
2519 2209
2520 /* peterm: added following line */ 2210 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2523 2213
2524 op->facing = dir; 2214 op->facing = dir;
2525 2215
2538 2228
2539 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2230 * server can handle repeat firing.
2541 */ 2231 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2233 op->direction = dir;
2545 }
2546 else 2234 else
2547 {
2548 op->direction = 0; 2235 op->direction = 0;
2549 } 2236
2550 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2239 * for players.
2553 */ 2240 */
2554 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2599 /* I've been seeing crashes where the golem has been destroyed, but 2286 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that 2287 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so 2288 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer. 2289 * put this in a a workaround to clean up the golem pointer.
2603 */ 2290 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2606 {
2607 op->contr->ranges[range_golem] = NULL; 2292 op->contr->ranges[range_golem] = 0;
2608 op->contr->golem_count = 0;
2609 }
2610 2293
2611 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2296 * called, so we recheck it here.
2614 */ 2297 */
2615 HandleClient (&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2616 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2617 return 0; 2302 {
2618
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2304 {
2621 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--; 2306 op->speed_left--;
2623 2307
2624 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2627 */ 2311 */
2628 move_player (op, op->direction); 2312 move_player (op, op->direction);
2629 if (op->speed_left > 0) 2313
2630 return 1; 2314 return op->speed_left > 0;
2631 else 2315 }
2632 return 0;
2633 } 2316 }
2317
2634 return 0; 2318 return 0;
2635} 2319}
2636 2320
2637int 2321int
2638save_life (object *op) 2322save_life (object *op)
2639{ 2323{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2325 return 0;
2644 2326
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2329 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332
2650 if (op->contr) 2333 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2334 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2335
2653 free_object (tmp); 2336 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2655 if (op->stats.hp < 0) 2339 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2341
2657 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2658 op->stats.food = 999; 2343 op->stats.food = 999;
2659 fix_player (op); 2344
2345 op->update_stats ();
2660 return 1; 2346 return 1;
2661 } 2347 }
2348
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2352 return 0;
2666} 2353}
2675{ 2362{
2676 object *next; 2363 object *next;
2677 2364
2678 while (op) 2365 while (op)
2679 { 2366 {
2680 next = op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2681 * we remove object 'op' 2368
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2370 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2691 } 2375 }
2692 else if (op->inv) 2376 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2378
2694 op = next; 2379 op = next;
2695 } 2380 }
2696} 2381}
2697
2698 2382
2699/* 2383/*
2700 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2400 else
2717 sprintf (buf, "%s\n", &op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2404 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2406 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2407 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2408 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2411 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2727 { 2413 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2416 strcat (buf2, buf);
2731 } 2417 }
2418
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2735 return buf2; 2423 return buf2;
2736} 2424}
2737
2738
2739 2425
2740void 2426void
2741do_some_living (object *op) 2427do_some_living (object *op)
2742{ 2428{
2743 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2752 const int max_grace = 1; 2438 const int max_grace = 1;
2753 2439
2754 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2755 { 2441 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2759 } 2445 }
2760 2446
2761 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2762 { 2448 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2453 else
2769 { 2454 {
2770 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2457 }
2458
2773 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2461 else
2776 { 2462 {
2777 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2465 }
2466
2780 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2469 else
2783 { 2470 {
2784 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2800 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food; 2489 op->stats.food = last_food;
2803 } 2490 }
2804 } 2491 }
2492
2805 if (max_sp > 1) 2493 if (max_sp > 1)
2806 { 2494 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2496 if (over_sp > 0)
2809 { 2497 {
2810 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2811 { 2499 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--; 2503 op->stats.sp--;
2504
2815 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2817 } 2507 }
2818 op->last_sp = 0; 2508 op->last_sp = 0;
2819 } 2509 }
2820 else 2510 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 } 2512 }
2825 else 2513 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 } 2515 }
2830 2516
2831 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2834 { 2520 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2837 if (max_grace > 1) 2524 if (max_grace > 1)
2838 { 2525 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2527 if (over_grace > 0)
2841 { 2528 {
2869 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2558 op->stats.food = last_food;
2872 } 2559 }
2873 } 2560 }
2561
2874 if (max_hp > 1) 2562 if (max_hp > 1)
2875 { 2563 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2565 if (over_hp > 0)
2878 { 2566 {
2902 2590
2903 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2905 else 2593 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2907 /* dms do not consume food */ 2596 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2598 op->stats.food--;
2910 } 2599 }
2911 }
2912 2600
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2602 {
2915 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2916 2604
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 { 2606 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2614 break;
2927 } 2615 }
2928 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2929 flesh = tmp; 2617 flesh = tmp;
2930 } /* End if paid for object */ 2618 } /* End if paid for object */
2931 } /* end of for loop */ 2619 } /* end of for loop */
2620
2932 /* If player is still starving, it means they don't have any food, so 2621 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2622 * eat flesh instead.
2934 */ 2623 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2625 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2939 } 2628 }
2940 } /* end if player is starving */ 2629 }
2941 2630
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2944 2633
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2946 kill_player (op); 2635 kill_player (op);
2636 }
2947} 2637}
2948
2949
2950 2638
2951/* If the player should die (lack of hp, food, etc), we call this. 2639/* If the player should die (lack of hp, food, etc), we call this.
2952 * op is the player in jeopardy. If the player can not be saved (not 2640 * op is the player in jeopardy. If the player can not be saved (not
2953 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2642 * file.
2958{ 2646{
2959 char buf[MAX_BUF]; 2647 char buf[MAX_BUF];
2960 int x, y; 2648 int x, y;
2961 2649
2962 //int i; 2650 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2651 maptile *map; /* this is for resurrection */
2964 2652
2965 /* int z; 2653 /* int z;
2966 int num_stats_lose; 2654 int num_stats_lose;
2967 int lost_a_stat; 2655 int lost_a_stat;
2968 int lose_this_stat; 2656 int lose_this_stat;
2983 { 2671 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2674
2987 /* restore player */ 2675 /* restore player */
2988 at = find_archetype ("poisoning"); 2676 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2678 {
2992 remove_ob (tmp); 2679 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2681 }
2996 2682
2997 at = find_archetype ("confusion"); 2683 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2685 {
3001 remove_ob (tmp); 2686 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2688 }
3005 2689
3006 cure_disease (op, 0); /* remove any disease */ 2690 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2693 op->stats.food = 999;
3010 2694
3011 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2697 {
3015 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2699 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
3018 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " the %s, when he was defeated at\n level %d by %s.\n",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2703 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
3023 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2707 }
3026 2708
3027 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2711 op->contr->braced = 0;
3034 2716
3035 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
3036 2718
3037 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
3038 { 2720 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.food = 999;
3044 return;
3045 }
3046 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
3048 } 2723 }
3049 else 2724 else
3050 {
3051 if (op->contr->explore)
3052 {
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
3059 } 2726
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061 2728
3062 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3063 x = op->x; 2730 x = op->x;
3064 y = op->y; 2731 y = op->y;
3065 map = op->map; 2732 map = op->map;
3066 2733
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat. 2735 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this. 2736 * See the config.h file for a little more in depth detail about this.
3073 */ 2737 */
3074 2738
3075 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2741 * of death.
3078 */ 2742 */
3079#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3081 { 2745 {
3082 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer 2747 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */ 2748 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2751 little bit harder. */
3088 /* GD */ 2752 /* GD */
3089 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2754 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2755 else
3095 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3096 num_stats_lose = 1; 2759 num_stats_lose = 1;
3097 } 2760
3098 lost_a_stat = 0; 2761 lost_a_stat = 0;
3099 2762
3100 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3101 { 2764 {
3102 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3103 2766
3104 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3105 { 2768 {
3106 /* Pick a random stat and take a point off it. Tell the player 2769 /* Pick a random stat and take a point off it. Tell the player
3107 * what he lost. 2770 * what he lost.
3108 */ 2771 */
3109 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1; 2777 lost_a_stat = 1;
2778 }
2779 else
2780 {
2781 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion");
2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2787 {
2788 dep = arch_to_object (deparch);
2789 insert_ob_in_ob (dep, op);
3115 } 2790 }
3116 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3117 { 2793 {
3118 /* deplete a stat */ 2794 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3120 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3121 2797 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2798 {
3125 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3127 } 2801
3128 lose_this_stat = 1; 2802 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0) 2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2808 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2809 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2811 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2812 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2813 else
3170 if (this_stat >= -50)
3171 { 2814 {
3172 change_attr_value (&(dep->stats), i, -1); 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1; 2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2820 }
3178 } 2821 }
3179 } 2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2834 {
2835 change_attr_value (&(dep->stats), i, -1);
2836 SET_FLAG (dep, FLAG_APPLIED);
2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838 op->update_stats ();
2839 lost_a_stat = 1;
2840 }
3180 } 2841 }
2842 }
2843 }
3181 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2845 if (!lost_a_stat)
3183 { 2846 {
3184 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3187 2850
3188 if (god && (strcmp (god, "none"))) 2851 if (god && (strcmp (god, "none")))
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2853 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 2855 }
2856#else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 2858#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2859
3196 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2861 * exp loss on the stone.
3198 */ 2862 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2865 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2867 tmp->name_pl = buf;
3204 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); 2868 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);
3205 tmp->msg = buf; 2869 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2872
3209 /**************************************/ 2873 /**************************************/
3210 /* */ 2874 /* */
3211 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3214 /* */ 2878 /* */
3215
3216 /**************************************/ 2879 /**************************************/
3217 2880
3218 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2882 /* restore player */
3220 at = find_archetype ("poisoning"); 2883 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
2885
3222 if (tmp) 2886 if (tmp)
3223 { 2887 {
3224 remove_ob (tmp); 2888 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2890 }
3228 2891
3229 at = find_archetype ("confusion"); 2892 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2894 if (tmp)
3232 { 2895 {
3233 remove_ob (tmp); 2896 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2898 }
2899
3237 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3238 2901
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3242 op->stats.food = 900; 2905 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2909
3247 /* 2910 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2911 * Check to see if the player is in a shop. IF so, then check to see if
3249 * the player has any unpaid items. If so, remove them and put them back 2912 * the player has any unpaid items. If so, remove them and put them back
3250 * in the map. 2913 * in the map.
3251 */ 2914 */
3252 2915
3253 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3255 2918
3256 /****************************************/ 2919 /****************************************/
3257 /* */ 2920 /* */
3258 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3260 /* */ 2923 /* */
3261
3262 /****************************************/ 2924 /****************************************/
3263 2925
3264 enter_player_savebed (op); 2926 enter_player_savebed (op);
3265 2927
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2928 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2929
3272 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2933 * on the space that might harm the player.
3276 */ 2934 */
3277 will_kill_again = 0; 2935 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3282 } 2939
3283 if (will_kill_again) 2940 if (will_kill_again)
3284 { 2941 {
3285 object *force; 2942 object *force;
3286 int at; 2943 int at;
3287 2944
3288 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2947 force->speed = 0.1;
3291 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3292 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2952 force->resist[at] = 100;
3297 } 2953
3298 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3299 fix_player (op); 2955 op->update_stats ();
3300 2956
3301 } 2957 }
3302 2958
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2960}
3372
3373 2961
3374void 2962void
3375loot_object (object *op) 2963loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3378 2966
3379 if (op->container) 2967 if (op->container)
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3382 }
3383 2969
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3385 { 2971 {
3386 next = tmp->below; 2972 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3388 continue; 2975 continue;
3389 remove_ob (tmp); 2976
2977 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3391 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2980 { /* empty container to ground */
3393 loot_object (tmp); 2981 loot_object (tmp);
3394 } 2982 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3396 { 2984 {
3397 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
3398 { 2986 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 2988 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2990 }
3403 else 2991 else
3404 free_object (tmp); 2992 tmp->destroy ();
3405 } 2993 }
3406 else 2994 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 2996 }
3409} 2997}
3415 */ 3003 */
3416 3004
3417void 3005void
3418fix_weight (void) 3006fix_weight (void)
3419{ 3007{
3420 player *pl; 3008 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 3009 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 3011
3426 if (old == sum) 3012 if (old == sum)
3427 continue; 3013 continue;
3428 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430 } 3016 }
3431} 3017}
3432 3018
3433void 3019void
3434fix_luck (void) 3020fix_luck (void)
3435{ 3021{
3436 player *pl; 3022 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3441} 3025}
3442
3443 3026
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3447 */ 3030 */
3448
3449void 3031void
3450cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3451{ 3033{
3452 object *skop, *spob; 3034 object *skop, *spob;
3453 3035
3474 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3057 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 3058
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3059 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3060
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3061 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3062}
3483 3063
3484void 3064void
3485make_visible (object *op) 3065make_visible (object *op)
3486{ 3066{
3500 object *tmp = NULL; 3080 object *tmp = NULL;
3501 3081
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1; 3083 return 1;
3504 3084
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3085 return 0;
3511} 3086}
3512 3087
3513/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3570 3145
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3147
3573 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3574 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3577 { 3151 {
3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579 make_visible (op); 3153 make_visible (op);
3580 return; 3154 return;
3581 } 3155 }
3582 else 3156 else
3583 num += 20; 3157 num += 20;
3584 } 3158
3585 num += op->map->difficulty; 3159 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3161 num -= hide;
3162
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3164 {
3590 make_visible (op); 3165 make_visible (op);
3591 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 } 3168 }
3594 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3595 {
3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 }
3598} 3171}
3599 3172
3600/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3601 3174
3602int 3175int
3603stand_near_hostile (object *who) 3176stand_near_hostile (object *who)
3604{ 3177{
3605 object *tmp = NULL; 3178 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3179 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3180 maptile *m;
3608 sint16 x, y; 3181 sint16 x, y;
3609 3182
3610 if (!who) 3183 if (!who)
3611 return 0; 3184 return 0;
3612 3185
3629 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3630 continue; 3203 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 3205 continue;
3633 3206
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 3208 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 3210 return 1;
3638 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3639 { 3212 {
3669 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3670 { 3243 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3245 return -1;
3673 } 3246 }
3247
3674 if (!pl || !op) 3248 if (!pl || !op)
3675 return 0; 3249 return 0;
3676 3250
3677 if (op->head)
3678 {
3679 op = op->head; 3251 op = op->head_ ();
3680 } 3252
3681 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3682 3254
3683 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3256 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3693 3265
3694 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3268 * for any meaningful values.
3697 */ 3269 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3701 return 1; 3273 return 1;
3702 op = op->more; 3274 op = op->more;
3703 } 3275 }
3704 return 0; 3276 return 0;
3705} 3277}
3815 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3816 return; 3388 return;
3817 3389
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819 3391
3820 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3821 { 3393 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return; 3395 return;
3824 } 3396 }
3825 3397
3891 { 3463 {
3892 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3465 object *skin;
3894 3466
3895 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3897 if (skin == NULL) 3472 if (!skin)
3898 return; 3473 return;
3899 3474
3900 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3477 {
3947 * not readied. 3522 * not readied.
3948 */ 3523 */
3949void 3524void
3950player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3951{ 3526{
3952 rangetype i;
3953
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3955 {
3956 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3957 { 3529 {
3958 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3959 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3962 }
3963 } 3533 }
3964 }
3965} 3534}

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