ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.22 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 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
321/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 364 * All we can really get in this is some settings like host and display
323 * mode. 365 * mode.
324 */ 366 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 367player *
368player::create ()
369{
370 player *pl = new player;
330 371
331 p = get_player (NULL); 372 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 373 set_first_map (pl->ob);
343 374
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 375 return pl;
351} 376}
352 377
353/* 378/*
354 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
364 { 389 {
365 if (at == NULL || at->next == NULL) 390 if (at == NULL || at->next == NULL)
366 at = first_archetype; 391 at = first_archetype;
367 else 392 else
368 at = at->next; 393 at = at->next;
394
369 if (at->clone.type == PLAYER) 395 if (at->clone.type == PLAYER)
370 return at; 396 return at;
397
371 if (at == start) 398 if (at == start)
372 { 399 {
373 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 401 exit (-1);
375 } 402 }
376 } 403 }
377} 404}
378 405
379
380object * 406object *
381get_nearest_player (object *mon) 407get_nearest_player (object *mon)
382{ 408{
383 object *op = NULL; 409 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 410 objectlink *ol;
386 unsigned lastdist; 411 unsigned lastdist;
387 rv_vector rv; 412 rv_vector rv;
388 413
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 415 {
391 /* 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
392 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 423 object *tmp = ol->ob;
399 424
400 /* 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
401 * itself will have been cleared. 426 * itself will have been cleared.
402 */ 427 */
403 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 ());
404 ol = ol->next; 430 ol = ol->next;
405 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
406 if (!ol) 432 if (!ol)
407 return op; 433 return op;
408 } 434 }
421 { 447 {
422 op = ol->ob; 448 op = ol->ob;
423 lastdist = rv.distance; 449 lastdist = rv.distance;
424 } 450 }
425 } 451 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 452
427 { 453 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
432 { 456 {
433 op = pl->ob; 457 op = pl->ob;
434 lastdist = rv.distance; 458 lastdist = rv.distance;
435 } 459 }
436 } 460
437 }
438#if 0 461#if 0
439 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)");
440#endif 463#endif
441 return op; 464 return op;
442} 465}
460 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 485 * is probably not a good thing.
463 */ 486 */
464#define MAX_SPACES 50 487#define MAX_SPACES 50
465
466 488
467/* 489/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 511path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 512{
491 rv_vector rv; 513 rv_vector rv;
492 sint16 x, y; 514 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap; 516 maptile *m, *lastmap;
495 517
496 get_rangevector (mon, pl, &rv, 0); 518 get_rangevector (mon, pl, &rv, 0);
497 519
498 if (rv.distance < mindiff) 520 if (rv.distance < mindiff)
499 return 0; 521 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 666 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 667 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 669 {
648 remove_ob (op); 670 op->destroy ();
649 free_object (op);
650 continue; 671 continue;
651 } 672 }
652 } 673 }
653 674
654 /* This really needs to be better - we should really give 675 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
666 break; 687 break;
667 688
668 if (tmp) 689 if (tmp)
669 { 690 {
670 remove_ob (op); 691 op->destroy ();
671 free_object (op);
672 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);
673 continue; 693 continue;
674 } 694 }
695
675 if (op->nrof > 1) 696 if (op->nrof > 1)
676 op->nrof = 1; 697 op->nrof = 1;
677 } 698 }
678 699
679 if (op->type == SPELLBOOK && op->inv) 700 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 712 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 713 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 714 }
694 if (op->type == SPELL) 715 if (op->type == SPELL)
695 { 716 {
696 remove_ob (op); 717 op->destroy ();
697 free_object (op);
698 continue; 718 continue;
699 } 719 }
700 else if (op->type == SKILL) 720 else if (op->type == SKILL)
701 { 721 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
712 link_player_skills (pl); 732 link_player_skills (pl);
713} 733}
714 734
715void 735void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 736get_party_password (object *op, partylist *party)
800{ 737{
801 if (party == NULL) 738 if (party == NULL)
802 { 739 {
803 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);
804 return; 741 return;
805 } 742 }
743
806 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
809 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:");
810} 748}
811
812 749
813/* 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. */
814int 751static int
815roll_stat (void) 752roll_stat (void)
816{ 753{
817 int a[4], i, j, k; 754 int a[4], i, j, k;
818 755
819 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 760 if (a[i] < k)
824 k = a[i], j = i; 761 k = a[i], j = i;
825 762
826 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 764 if (i != j)
829 k += a[i]; 765 k += a[i];
830 } 766
831 return k; 767 return k;
832} 768}
833 769
834void 770void
835roll_stats (object *op) 771object::roll_stats ()
836{ 772{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 773 int statsort [7];
840 774
841 do 775 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 776 {
852 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
853 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
854 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 787
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
887 795
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 796 stats.exp = 0;
899 op->stats.ac = 0; 797 stats.ac = 0;
900 798
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 799 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
910} 811}
911 812
912void 813void
913Roll_Again (object *op) 814object::swap_stats (int a, int b)
914{ 815{
915 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 818 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 819
920void 820 stats.Str = contr->orig_stats.Str;
921Swap_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)
922{ 852{
923 signed char tmp;
924 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
925 854
926 if (op->contr->Swap_First == -1) 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 859}
1041 860
1042/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1046 * not the class. 865 * not the class.
1047 */ 866 */
1048
1049int 867int
1050key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1051{ 869{
1052 int tmp_loop; 870 int tmp_loop;
1053 871
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1061 { 873 {
1062 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1063 875
1064 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (op->contr, op->weight + op->carrying);
878
1066 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);
1067 882
1068 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1070 885
1071 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1072 887
1073 if (op->msg) 888 if (op->msg)
1074 op->msg = NULL; 889 op->msg = NULL;
1075 890
1076 /* 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
1077 * to save here. 892 * to save here.
1078 */ 893 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf); 895 make_path_to_file (buf);
1081 896
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 897 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 900 link_player_skills (op);
1089 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1090 fix_player (op); 902 op->update_stats ();
1091 903
1092 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1093 * is one for this race 905 * is one for this race
1094 */ 906 */
1095 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1096 { 908 {
1097 object *tmp; 909 object *tmp;
1098 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1099 911
1100 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);
1101 tmp = get_object (); 913 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1105 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;
1106 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1107 * default initial map */ 919 * default initial map */
1108 free_object (tmp); 920 tmp->destroy ();
1109 } 921 }
1110 else 922 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 924
1114 return 0; 925 return 0;
1115 } 926 }
1116 927
1117 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1122 while (!tmp_loop) 933 while (!tmp_loop)
1123 { 934 {
1124 shstr name = op->name; 935 shstr name = op->name;
1125 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1126 937
1127 remove_statbonus (op); 938 op->remove_statbonus ();
1128 remove_ob (op); 939 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 941 op->arch->clone.copy_to (op);
1131 op->instantiate (); 942 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 944 op->name = op->name_pl = name;
1134 op->x = x; 945 op->x = x;
1135 op->y = y; 946 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 950 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1141 } 952 }
1142 953
1143 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 956 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 959 op->stats.grace = 0;
1149 960
1150 if (op->msg) 961 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 963
1153 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");
1154 return 0; 965 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 966}
1205 967
1206void 968void
1207flee_player (object *op) 969flee_player (object *op)
1208{ 970{
1238 { 1000 {
1239 op->enemy = NULL; 1001 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1003 return;
1242 } 1004 }
1005
1243 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1244 1007
1245 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1247 { 1010 {
1248 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1249 1012
1250 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)))
1251 {
1252 return; 1014 return;
1253 }
1254 } 1015 }
1016
1255 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1019 op->enemy = NULL;
1258} 1020}
1259 1021
1264 */ 1026 */
1265int 1027int
1266check_pick (object *op) 1028check_pick (object *op)
1267{ 1029{
1268 object *tmp, *next; 1030 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1031 int stop = 0;
1271 int j, k, wvratio; 1032 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1033 char putstring[128], tmpstr[16];
1273 1034
1274
1275 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1277 return 1; 1037 return 1;
1278 1038
1279 op_tag = op->count;
1280
1281 next = op->below; 1039 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1040
1285 /* 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
1286 * destroyed */ 1042 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1288 { 1044 {
1289 tmp = next; 1045 tmp = next;
1290 next = tmp->below; 1046 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1047
1294 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1295 return 0; 1049 return 0;
1296 1050
1297 if (!can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1298 continue; 1052 continue;
1299 1053
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &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))));
1355 else 1109 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &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
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1114 }
1115
1389 /* philosophy: 1116 /* philosophy:
1390 * 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
1391 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1393 * 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
1394 * example. 1121 * example.
1395 * 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
1396 * 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
1397 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1158 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1159 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1160 if (tmp->type == FOOD)
1434 { 1161 {
1435 pick_up (op, tmp); 1162 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1163 continue;
1439 } 1164 }
1165
1440 if (op->contr->mode & PU_DRINK) 1166 if (op->contr->mode & PU_DRINK)
1441 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)))
1442 { 1168 {
1443 pick_up (op, tmp); 1169 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1170 continue;
1447 } 1171 }
1448 1172
1449 if (op->contr->mode & PU_POTION) 1173 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1174 if (tmp->type == POTION)
1451 { 1175 {
1452 pick_up (op, tmp); 1176 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1177 continue;
1456 } 1178 }
1457 1179
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1180 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1181 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1182 if (tmp->type == SPELLBOOK)
1461 { 1183 {
1462 pick_up (op, tmp); 1184 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1185 continue;
1466 } 1186 }
1187
1467 if (op->contr->mode & PU_SKILLSCROLL) 1188 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1189 if (tmp->type == SKILLSCROLL)
1469 { 1190 {
1470 pick_up (op, tmp); 1191 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1192 continue;
1474 } 1193 }
1194
1475 if (op->contr->mode & PU_READABLES) 1195 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1197 {
1478 pick_up (op, tmp); 1198 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1199 continue;
1482 } 1200 }
1483 1201
1484 /* wands/staves/rods/horns */ 1202 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1205 {
1488 pick_up (op, tmp); 1206 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1207 continue;
1492 } 1208 }
1493 1209
1494 /* pick up all magical items */ 1210 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1211 if (op->contr->mode & PU_MAGICAL)
1496 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))
1497 { 1213 {
1498 pick_up (op, tmp); 1214 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1215 continue;
1502 } 1216 }
1503 1217
1504 if (op->contr->mode & PU_VALUABLES) 1218 if (op->contr->mode & PU_VALUABLES)
1505 { 1219 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1220 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1221 {
1508 pick_up (op, tmp); 1222 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1223 continue;
1512 } 1224 }
1513 } 1225 }
1514 1226
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1227 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1228 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1229 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1230 {
1519 pick_up (op, tmp); 1231 pick_up (op, tmp);
1232 continue;
1520 if (0) 1233 }
1521 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);
1522 continue; 1240 continue;
1523 } 1241 }
1524 1242
1525 /* bows and arrows. Bows are good for selling! */ 1243 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1244 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1245 if (tmp->type == BOW)
1528 { 1246 {
1529 pick_up (op, tmp); 1247 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1248 continue;
1533 } 1249 }
1250
1534 if (op->contr->mode & PU_ARROW) 1251 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1252 if (tmp->type == ARROW)
1536 { 1253 {
1537 pick_up (op, tmp); 1254 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1255 continue;
1541 } 1256 }
1542 1257
1543 /* all kinds of armor etc. */ 1258 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1259 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1260 if (tmp->type == ARMOUR)
1546 { 1261 {
1547 pick_up (op, tmp); 1262 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1263 continue;
1551 } 1264 }
1265
1552 if (op->contr->mode & PU_HELMET) 1266 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1267 if (tmp->type == HELMET)
1554 { 1268 {
1555 pick_up (op, tmp); 1269 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1270 continue;
1559 } 1271 }
1272
1560 if (op->contr->mode & PU_SHIELD) 1273 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1274 if (tmp->type == SHIELD)
1562 { 1275 {
1563 pick_up (op, tmp); 1276 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1277 continue;
1567 } 1278 }
1279
1568 if (op->contr->mode & PU_BOOTS) 1280 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1281 if (tmp->type == BOOTS)
1570 { 1282 {
1571 pick_up (op, tmp); 1283 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1284 continue;
1575 } 1285 }
1286
1576 if (op->contr->mode & PU_GLOVES) 1287 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1288 if (tmp->type == GLOVES)
1578 { 1289 {
1579 pick_up (op, tmp); 1290 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1291 continue;
1583 } 1292 }
1293
1584 if (op->contr->mode & PU_CLOAK) 1294 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1295 if (tmp->type == CLOAK)
1586 { 1296 {
1587 pick_up (op, tmp); 1297 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1298 continue;
1591 } 1299 }
1592 1300
1593 /* hoping to catch throwing daggers here */ 1301 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1302 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1304 {
1597 pick_up (op, tmp); 1305 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1306 continue;
1601 } 1307 }
1602 1308
1603 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1313 {
1608 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 &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1316 {
1611 pick_up (op, tmp); 1317 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1318 continue;
1615 } 1319 }
1616 } 1320 }
1321
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1323 {
1619 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)
1620 { 1325 {
1621 pick_up (op, tmp); 1326 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1327 continue;
1625 } 1328 }
1626 } 1329 }
1627 } 1330 }
1628 1331
1629 /* misc stuff that's useful */ 1332 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1333 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1335 {
1633 pick_up (op, tmp); 1336 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1337 continue;
1637 } 1338 }
1638 1339
1639 /* 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
1640 * pickups */ 1341 * pickups */
1662 continue; 1363 continue;
1663 } 1364 }
1664 } 1365 }
1665 } /* the new pickup model */ 1366 } /* the new pickup model */
1666 } 1367 }
1368
1667 return !stop; 1369 return !stop;
1668} 1370}
1669 1371
1670/* 1372/*
1671 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1770 1472
1771object * 1473object *
1772pick_arrow_target (object *op, const char *type, int dir) 1474pick_arrow_target (object *op, const char *type, int dir)
1773{ 1475{
1774 object *tmp = NULL; 1476 object *tmp = NULL;
1775 mapstruct *m; 1477 maptile *m;
1776 int i, mflags, found, number; 1478 int i, mflags, found, number;
1777 sint16 x, y; 1479 sint16 x, y;
1778 1480
1779 if (op->map == NULL) 1481 if (op->map == NULL)
1780 return find_arrow (op, type); 1482 return find_arrow (op, type);
1840 */ 1542 */
1841int 1543int
1842fire_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)
1843{ 1545{
1844 object *left, *bow; 1546 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1547 int bowspeed, mflags;
1847 mapstruct *m; 1548 maptile *m;
1848 1549
1849 if (!dir) 1550 if (!dir)
1850 { 1551 {
1851 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!");
1852 return 0; 1553 return 0;
1853 } 1554 }
1555
1854 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1856 else 1558 else
1857 { 1559 {
1858 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1866 { 1568 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1570 return 0;
1869 } 1571 }
1870 } 1572 }
1573
1871 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1872 { 1575 {
1873 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);
1874 return 0; 1577 return 0;
1875 } 1578 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1581
1879 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1882 if (bowspeed < 1) 1586 if (bowspeed < 1)
1883 bowspeed = 1; 1587 bowspeed = 1;
1884 1588
1885 if (arrow == NULL) 1589 if (arrow == NULL)
1886 { 1590 {
1892 else 1596 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1598 return 0;
1895 } 1599 }
1896 } 1600 }
1601
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1604 return 0;
1901 } 1605
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1607 {
1904 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.");
1905 return 0; 1609 return 0;
1906 } 1610 }
1907 1611
1908 /* this should not happen, but sometimes does */ 1612 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1613 if (arrow->nrof == 0)
1910 { 1614 {
1911 remove_ob (arrow); 1615 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1616 return 0;
1914 } 1617 }
1915 1618
1916 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1621 if (!arrow)
1920 { 1622 {
1921 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);
1922 return 0; 1624 return 0;
1923 } 1625 }
1924 set_owner (arrow, op); 1626
1627 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1629 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1630
1931 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1932 { 1632 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1634 op->update_stats ();
1935 } 1635 }
1936 1636
1937 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1943 1643
1944 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1945 * 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.
1946 */ 1646 */
1947 1647
1949 1649
1950 /* update the speed */ 1650 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 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;
1953 1653
1954 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1958 1656
1959 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1960 { 1658 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1664 }
1967 else 1665 else
1968 { 1666 {
1969 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;
1970
1971 arrow->level = op->level; 1668 arrow->level = op->level;
1972 } 1669 }
1670
1973 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1673
1975 if (bow->slaying != NULL) 1674 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1977 1676
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1679
1982 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);
1983 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1682
1986 if (!was_destroyed (arrow, tag)) 1683 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1684 move_arrow (arrow);
1988 1685
1989 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1990 { 1687 {
1991 if (was_destroyed (left, left_tag)) 1688 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1689 esrv_del_item (op->contr, left->count);
1993 else 1690 else
1994 esrv_send_item (op, left); 1691 esrv_send_item (op, left);
1995 } 1692 }
1693
1996 return 1; 1694 return 1;
1997} 1695}
1998 1696
1999/* Special fire code for players - this takes into 1697/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1698 * account the special fire modes players can have
2014 } 1712 }
2015 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)
2016 { 1714 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1716 wcmod = -1;
1717
2019 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);
2020 } 1719 }
2021 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
2022 { 1721 {
2023 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);
2093 1792
2094 if (item->arch) 1793 if (item->arch)
2095 { 1794 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2098 item->speed = 0; 1797 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1798 }
1799
2101 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1802 }
2104 } 1803 }
2105 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1805 drain_rod_charge (item);
2108 }
2109 } 1806 }
2110} 1807}
2111 1808
2112/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2113 */ 1810 */
2136 case range_misc: 1833 case range_misc:
2137 fire_misc_object (op, dir); 1834 fire_misc_object (op, dir);
2138 return; 1835 return;
2139 1836
2140 case range_golem: /* Control summoned monsters from scrolls */ 1837 case range_golem: /* Control summoned monsters from scrolls */
2141 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))
2142 { 1839 {
2143 op->contr->ranges[range_golem] = NULL; 1840 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1841 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1842 }
2147 else 1843 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1844 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1845 return;
2150 1846
2153 { 1849 {
2154 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2155 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.");
2156 return; 1852 return;
2157 } 1853 }
1854
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return; 1856 return;
2160 case range_builder: 1857 case range_builder:
2161 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2162 return; 1859 return;
2163 default: 1860 default:
2257 * 0 otherwise 1954 * 0 otherwise
2258 */ 1955 */
2259static int 1956static int
2260player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2261{ 1958{
2262
2263 /* 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,
2264 * 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 -
2265 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2266 */ 1962 */
2267 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2309 */ 2005 */
2310
2311void 2006void
2312move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2313{ 2008{
2314 object *tmp, *mon; 2009 object *tmp, *mon;
2315 sint16 nx, ny; 2010 sint16 nx, ny;
2316 int on_battleground; 2011 int on_battleground;
2317 mapstruct *m; 2012 maptile *m;
2318 2013
2319 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2321 2016
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2323 2018
2324 /* 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
2325 * 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
2326 * 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
2327 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2332 */ 2027 */
2333 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))
2334 { 2029 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2031 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2338 if (!m) 2033 if (!m)
2339 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2340 } 2035 }
2341 else 2036 else
2342 m = op->map; 2037 m = op->map;
2343 2038
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2040 return;
2348 }
2349 2041
2350 mon = NULL; 2042 mon = 0;
2351 /* 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
2352 * 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.
2353 * 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
2354 * on the space 2046 * on the space
2355 */ 2047 */
2356 while (tmp != NULL) 2048 while (tmp)
2357 { 2049 {
2358 if (tmp == op) 2050 if (tmp == op)
2359 { 2051 {
2360 tmp = tmp->above; 2052 tmp = tmp->above;
2361 continue; 2053 continue;
2362 } 2054 }
2055
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2057 {
2365 mon = tmp; 2058 mon = tmp;
2366 break; 2059 break;
2367 } 2060 }
2061
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2063 mon = tmp;
2064
2370 tmp = tmp->above; 2065 tmp = tmp->above;
2371 } 2066 }
2372 2067
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2069 return; /* into a wall */
2375 2070
2376 if (mon->head != NULL) 2071 if (mon->head)
2377 mon = mon->head; 2072 mon = mon->head;
2378 2073
2379 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))
2380 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2381 return; 2076 return;
2393 * player owns it and it is either friendly or unagressive. 2088 * player owns it and it is either friendly or unagressive.
2394 */ 2089 */
2395 if ((op->type == PLAYER) 2090 if ((op->type == PLAYER)
2396#if COZY_SERVER 2091#if COZY_SERVER
2397 && 2092 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2093 ((mon->owner && mon->owner->contr
2399 && 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)
2400#else 2095#else
2401 && get_owner (mon) == op 2096 && mon->owner == op
2402#endif 2097#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2099 {
2405 /* 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 */
2406 if (op->contr->braced) 2101 if (op->contr->braced)
2407 return; 2102 return;
2103
2408 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);
2409 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2107 make_visible (op);
2108
2412 return; 2109 return;
2413 } 2110 }
2414 2111
2415 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2115 * attack them either.
2419 */ 2116 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (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)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2120 (op->contr->peaceful
2424 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2425 && mon->contr-> 2122 && mon->contr->
2426 peaceful)) && 2123 peaceful)) &&
2427#else 2124#else
2428 op->contr->peaceful && 2125 op->contr->peaceful &&
2429#endif 2126#endif
2430 !on_battleground)) 2127 !on_battleground))
2431 { 2128 {
2432 if (!op->contr->braced) 2129 if (!op->contr->braced)
2433 { 2130 {
2434 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);
2435 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2436 } 2133 }
2437 else 2134 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2136
2441 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2138 make_visible (op);
2443 } 2139 }
2444 2140
2445 /* If the object is a boulder or other rollable object, then 2141 /* If the object is a boulder or other rollable object, then
2456 * 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
2457 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2458 * 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
2459 * 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.
2460 */ 2156 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((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)))
2464 { 2159 {
2465 2160
2466 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2169
2475 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 */
2476 } 2171 }
2477 2172
2478 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2479 2174
2480 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2178 * the wiz.
2485 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))
2486 { 2181 {
2487 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2488 2183
2489 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2492 } 2187 }
2188
2493 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2494 make_visible (op); 2190 make_visible (op);
2495 } 2191 }
2496 } /* if player should attack something */ 2192 } /* if player should attack something */
2497} 2193}
2499int 2195int
2500move_player (object *op, int dir) 2196move_player (object *op, int dir)
2501{ 2197{
2502 int pick; 2198 int pick;
2503 2199
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2201 return 0;
2506 2202
2507 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2509 { 2205 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2207 return 0;
2512 } 2208 }
2513 2209
2514 /* peterm: added following line */ 2210 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2517 2213
2518 op->facing = dir; 2214 op->facing = dir;
2519 2215
2532 2228
2533 /* 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
2534 * server can handle repeat firing. 2230 * server can handle repeat firing.
2535 */ 2231 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2233 op->direction = dir;
2539 }
2540 else 2234 else
2541 {
2542 op->direction = 0; 2235 op->direction = 0;
2543 } 2236
2544 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2239 * for players.
2547 */ 2240 */
2548 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2593 /* 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
2594 * 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
2595 * 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
2596 * 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.
2597 */ 2290 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((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))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2292 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2293
2605 /* 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
2606 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2296 * called, so we recheck it here.
2608 */ 2297 */
2609 HandleClient (&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2610 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2611 return 0; 2302 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2304 {
2615 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2306 op->speed_left--;
2617 2307
2618 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2619 * 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
2620 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2621 */ 2311 */
2622 move_player (op, op->direction); 2312 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2313
2624 return 1; 2314 return op->speed_left > 0;
2625 else 2315 }
2626 return 0;
2627 } 2316 }
2317
2628 return 0; 2318 return 0;
2629} 2319}
2630 2320
2631int 2321int
2632save_life (object *op) 2322save_life (object *op)
2633{ 2323{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2325 return 0;
2638 2326
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2329 {
2642 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);
2643 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
2644 if (op->contr) 2333 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2334 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2335
2647 free_object (tmp); 2336 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2649 if (op->stats.hp < 0) 2339 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2341
2651 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2652 op->stats.food = 999; 2343 op->stats.food = 999;
2653 fix_player (op); 2344
2345 op->update_stats ();
2654 return 1; 2346 return 1;
2655 } 2347 }
2348
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2352 return 0;
2660} 2353}
2669{ 2362{
2670 object *next; 2363 object *next;
2671 2364
2672 while (op) 2365 while (op)
2673 { 2366 {
2674 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' */
2675 * we remove object 'op' 2368
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2370 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2685 } 2375 }
2686 else if (op->inv) 2376 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2378
2688 op = next; 2379 op = next;
2689 } 2380 }
2690} 2381}
2691
2692 2382
2693/* 2383/*
2694 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2400 else
2711 sprintf (buf, "%s\n", &op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2404 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2715 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);
2716 else 2407 else
2717 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
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2411 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2721 { 2413 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2416 strcat (buf2, buf);
2725 } 2417 }
2418
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2729 return buf2; 2423 return buf2;
2730} 2424}
2731
2732
2733 2425
2734void 2426void
2735do_some_living (object *op) 2427do_some_living (object *op)
2736{ 2428{
2737 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2746 const int max_grace = 1; 2438 const int max_grace = 1;
2747 2439
2748 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2749 { 2441 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 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)
2752 flush_output_element (op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2445 }
2754 2446
2755 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2756 { 2448 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2453 else
2763 { 2454 {
2764 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2457 }
2458
2767 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2461 else
2770 { 2462 {
2771 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2465 }
2466
2774 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2469 else
2777 { 2470 {
2778 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2795 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))
2796 op->stats.food = last_food; 2489 op->stats.food = last_food;
2797 } 2490 }
2798 } 2491 }
2492
2799 if (max_sp > 1) 2493 if (max_sp > 1)
2800 { 2494 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2496 if (over_sp > 0)
2803 { 2497 {
2804 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2805 { 2499 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2807 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))
2808 op->stats.sp--; 2503 op->stats.sp--;
2504
2809 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2811 } 2507 }
2812 op->last_sp = 0; 2508 op->last_sp = 0;
2813 } 2509 }
2814 else 2510 else
2815 {
2816 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);
2817 }
2818 } 2512 }
2819 else 2513 else
2820 {
2821 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);
2822 }
2823 } 2515 }
2824 2516
2825 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2826 /* 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. */
2827 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2828 { 2520 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2831 if (max_grace > 1) 2524 if (max_grace > 1)
2832 { 2525 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2527 if (over_grace > 0)
2835 { 2528 {
2863 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2864 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))
2865 op->stats.food = last_food; 2558 op->stats.food = last_food;
2866 } 2559 }
2867 } 2560 }
2561
2868 if (max_hp > 1) 2562 if (max_hp > 1)
2869 { 2563 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2565 if (over_hp > 0)
2872 { 2566 {
2896 2590
2897 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2898 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);
2899 else 2593 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2901 /* dms do not consume food */ 2596 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2598 op->stats.food--;
2904 } 2599 }
2905 }
2906 2600
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2602 {
2909 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2910 2604
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2606 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2917 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.");
2918 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2614 break;
2921 } 2615 }
2922 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2923 flesh = tmp; 2617 flesh = tmp;
2924 } /* End if paid for object */ 2618 } /* End if paid for object */
2925 } /* end of for loop */ 2619 } /* end of for loop */
2620
2926 /* 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
2927 * eat flesh instead. 2622 * eat flesh instead.
2928 */ 2623 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2625 {
2931 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.");
2932 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2933 } 2628 }
2934 } /* end if player is starving */ 2629 }
2935 2630
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2938 2633
2939 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))
2940 kill_player (op); 2635 kill_player (op);
2636 }
2941} 2637}
2942
2943
2944 2638
2945/* 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.
2946 * 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
2947 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2642 * file.
2952{ 2646{
2953 char buf[MAX_BUF]; 2647 char buf[MAX_BUF];
2954 int x, y; 2648 int x, y;
2955 2649
2956 //int i; 2650 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2651 maptile *map; /* this is for resurrection */
2958 2652
2959 /* int z; 2653 /* int z;
2960 int num_stats_lose; 2654 int num_stats_lose;
2961 int lost_a_stat; 2655 int lost_a_stat;
2962 int lose_this_stat; 2656 int lose_this_stat;
2978 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!");
2979 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...");
2980 2674
2981 /* restore player */ 2675 /* restore player */
2982 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2678 {
2986 remove_ob (tmp); 2679 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2681 }
2990 2682
2991 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2685 {
2995 remove_ob (tmp); 2686 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2688 }
2999 2689
3000 cure_disease (op, 0); /* remove any disease */ 2690 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2693 op->stats.food = 999;
3004 2694
3005 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2697 {
3009 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2699 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
3012 " 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",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2703 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
3017 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2707 }
3020 2708
3021 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2711 op->contr->braced = 0;
3028 2716
3029 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
3030 2718
3031 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
3032 { 2720 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
3042 } 2723 }
3043 else 2724 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
3053 } 2726
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2728
3056 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3057 x = op->x; 2730 x = op->x;
3058 y = op->y; 2731 y = op->y;
3059 map = op->map; 2732 map = op->map;
3060 2733
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * 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.
3066 * 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.
3067 */ 2737 */
3068 2738
3069 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2741 * of death.
3072 */ 2742 */
3073#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3075 { 2745 {
3076 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3077 /* 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
3078 more if they do. */ 2748 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2751 little bit harder. */
3082 /* GD */ 2752 /* GD */
3083 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2754 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2755 else
3089 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3090 num_stats_lose = 1; 2759 num_stats_lose = 1;
3091 } 2760
3092 lost_a_stat = 0; 2761 lost_a_stat = 0;
3093 2762
3094 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3095 { 2764 {
3096 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3097 2766
3098 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3099 { 2768 {
3100 /* 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
3101 * what he lost. 2770 * what he lost.
3102 */ 2771 */
3103 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 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);
3109 } 2790 }
3110 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3111 { 2793 {
3112 /* deplete a stat */ 2794 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3114 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3115 2797 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2798 {
3119 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3121 } 2801
3122 lose_this_stat = 1; 2802 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 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)
3129 { 2808 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2809 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2811 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2812 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2813 else
3164 if (this_stat >= -50)
3165 { 2814 {
3166 change_attr_value (&(dep->stats), i, -1); 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 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"); */
3171 } 2820 }
3172 } 2821 }
3173 } 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 }
3174 } 2841 }
2842 }
2843 }
3175 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2845 if (!lost_a_stat)
3177 { 2846 {
3178 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3181 2850
3182 if (god && (strcmp (god, "none"))) 2851 if (god && (strcmp (god, "none")))
3183 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);
3184 else 2853 else
3185 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.");
3186 } 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.");
3187#endif 2858#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2859
3190 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2861 * exp loss on the stone.
3192 */ 2862 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2865 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2867 tmp->name_pl = buf;
3198 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);
3199 tmp->msg = buf; 2869 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2872
3203 /**************************************/ 2873 /**************************************/
3204 /* */ 2874 /* */
3205 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3208 /* */ 2878 /* */
3209
3210 /**************************************/ 2879 /**************************************/
3211 2880
3212 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2882 /* restore player */
3214 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
2885
3216 if (tmp) 2886 if (tmp)
3217 { 2887 {
3218 remove_ob (tmp); 2888 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2890 }
3222 2891
3223 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2894 if (tmp)
3226 { 2895 {
3227 remove_ob (tmp); 2896 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2898 }
2899
3231 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3232 2901
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3236 op->stats.food = 900; 2905 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2909
3241 /* 2910 /*
3242 * 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
3243 * 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
3244 * in the map. 2913 * in the map.
3245 */ 2914 */
3246 2915
3247 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3249 2918
3250 /****************************************/ 2919 /****************************************/
3251 /* */ 2920 /* */
3252 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3254 /* */ 2923 /* */
3255
3256 /****************************************/ 2924 /****************************************/
3257 2925
3258 enter_player_savebed (op); 2926 enter_player_savebed (op);
3259 2927
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2928 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2929
3266 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2933 * on the space that might harm the player.
3270 */ 2934 */
3271 will_kill_again = 0; 2935 will_kill_again = 0;
3272 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)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3276 } 2939
3277 if (will_kill_again) 2940 if (will_kill_again)
3278 { 2941 {
3279 object *force; 2942 object *force;
3280 int at; 2943 int at;
3281 2944
3282 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2947 force->speed = 0.1;
3285 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2952 force->resist[at] = 100;
3291 } 2953
3292 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3293 fix_player (op); 2955 op->update_stats ();
3294 2956
3295 } 2957 }
3296 2958
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2960}
3366
3367 2961
3368void 2962void
3369loot_object (object *op) 2963loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3372 2966
3373 if (op->container) 2967 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 2969
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3379 { 2971 {
3380 next = tmp->below; 2972 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3382 continue; 2975 continue;
3383 remove_ob (tmp); 2976
2977 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2980 { /* empty container to ground */
3387 loot_object (tmp); 2981 loot_object (tmp);
3388 } 2982 }
3389 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)))
3390 { 2984 {
3391 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
3392 { 2986 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2988 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2990 }
3397 else 2991 else
3398 free_object (tmp); 2992 tmp->destroy ();
3399 } 2993 }
3400 else 2994 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2996 }
3403} 2997}
3409 */ 3003 */
3410 3004
3411void 3005void
3412fix_weight (void) 3006fix_weight (void)
3413{ 3007{
3414 player *pl; 3008 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3009 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3011
3420 if (old == sum) 3012 if (old == sum)
3421 continue; 3013 continue;
3422 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3423 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);
3424 } 3016 }
3425} 3017}
3426 3018
3427void 3019void
3428fix_luck (void) 3020fix_luck (void)
3429{ 3021{
3430 player *pl; 3022 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3435} 3025}
3436
3437 3026
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3441 */ 3030 */
3442
3443void 3031void
3444cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3445{ 3033{
3446 object *skop, *spob; 3034 object *skop, *spob;
3447 3035
3468 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3469 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);
3470 3058
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3059 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3060
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3061 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3062}
3477 3063
3478void 3064void
3479make_visible (object *op) 3065make_visible (object *op)
3480{ 3066{
3494 object *tmp = NULL; 3080 object *tmp = NULL;
3495 3081
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3083 return 1;
3498 3084
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3085 return 0;
3505} 3086}
3506 3087
3507/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3564 3145
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3147
3567 /* 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! */
3568 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3571 { 3151 {
3572 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!");
3573 make_visible (op); 3153 make_visible (op);
3574 return; 3154 return;
3575 } 3155 }
3576 else 3156 else
3577 num += 20; 3157 num += 20;
3578 } 3158
3579 num += op->map->difficulty; 3159 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3161 num -= hide;
3162
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3164 {
3584 make_visible (op); 3165 make_visible (op);
3585 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3586 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!");
3587 } 3168 }
3588 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3589 {
3590 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);
3591 }
3592} 3171}
3593 3172
3594/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3595 3174
3596int 3175int
3597stand_near_hostile (object *who) 3176stand_near_hostile (object *who)
3598{ 3177{
3599 object *tmp = NULL; 3178 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3179 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3180 maptile *m;
3602 sint16 x, y; 3181 sint16 x, y;
3603 3182
3604 if (!who) 3183 if (!who)
3605 return 0; 3184 return 0;
3606 3185
3623 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3624 continue; 3203 continue;
3625 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)))
3626 continue; 3205 continue;
3627 3206
3628 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)
3629 { 3208 {
3630 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))
3631 return 1; 3210 return 1;
3632 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3633 { 3212 {
3663 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3664 { 3243 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3245 return -1;
3667 } 3246 }
3247
3668 if (!pl || !op) 3248 if (!pl || !op)
3669 return 0; 3249 return 0;
3670 3250
3671 if (op->head)
3672 {
3673 op = op->head; 3251 op = op->head_ ();
3674 } 3252
3675 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3676 3254
3677 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3256 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3687 3265
3688 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3689 * 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
3690 * for any meaningful values. 3268 * for any meaningful values.
3691 */ 3269 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !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)])
3695 return 1; 3273 return 1;
3696 op = op->more; 3274 op = op->more;
3697 } 3275 }
3698 return 0; 3276 return 0;
3699} 3277}
3809 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3810 return; 3388 return;
3811 3389
3812 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++);
3813 3391
3814 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3815 { 3393 {
3816 /* 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]); */
3817 return; 3395 return;
3818 } 3396 }
3819 3397
3885 { 3463 {
3886 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3465 object *skin;
3888 3466
3889 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 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
3891 if (skin == NULL) 3472 if (!skin)
3892 return; 3473 return;
3893 3474
3894 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3477 {
3941 * not readied. 3522 * not readied.
3942 */ 3523 */
3943void 3524void
3944player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3945{ 3526{
3946 rangetype i;
3947
3948 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))
3949 {
3950 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3951 { 3529 {
3952 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3953 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3956 }
3957 } 3533 }
3958 }
3959} 3534}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines