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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 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@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 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
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 maptile *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
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1109 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1114 }
1115
1381 /* philosophy: 1116 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1121 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1158 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1159 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1160 if (tmp->type == FOOD)
1426 { 1161 {
1427 pick_up (op, tmp); 1162 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1163 continue;
1431 } 1164 }
1165
1432 if (op->contr->mode & PU_DRINK) 1166 if (op->contr->mode & PU_DRINK)
1433 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)))
1434 { 1168 {
1435 pick_up (op, tmp); 1169 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1170 continue;
1439 } 1171 }
1440 1172
1441 if (op->contr->mode & PU_POTION) 1173 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1174 if (tmp->type == POTION)
1443 { 1175 {
1444 pick_up (op, tmp); 1176 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1177 continue;
1448 } 1178 }
1449 1179
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1180 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1181 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1182 if (tmp->type == SPELLBOOK)
1453 { 1183 {
1454 pick_up (op, tmp); 1184 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1185 continue;
1458 } 1186 }
1187
1459 if (op->contr->mode & PU_SKILLSCROLL) 1188 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1189 if (tmp->type == SKILLSCROLL)
1461 { 1190 {
1462 pick_up (op, tmp); 1191 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1192 continue;
1466 } 1193 }
1194
1467 if (op->contr->mode & PU_READABLES) 1195 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1197 {
1470 pick_up (op, tmp); 1198 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1199 continue;
1474 } 1200 }
1475 1201
1476 /* wands/staves/rods/horns */ 1202 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1205 {
1480 pick_up (op, tmp); 1206 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1207 continue;
1484 } 1208 }
1485 1209
1486 /* pick up all magical items */ 1210 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1211 if (op->contr->mode & PU_MAGICAL)
1488 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))
1489 { 1213 {
1490 pick_up (op, tmp); 1214 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1215 continue;
1494 } 1216 }
1495 1217
1496 if (op->contr->mode & PU_VALUABLES) 1218 if (op->contr->mode & PU_VALUABLES)
1497 { 1219 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1220 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1221 {
1500 pick_up (op, tmp); 1222 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1223 continue;
1504 } 1224 }
1505 } 1225 }
1506 1226
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1227 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1228 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1229 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1230 {
1511 pick_up (op, tmp); 1231 pick_up (op, tmp);
1232 continue;
1512 if (0) 1233 }
1513 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);
1514 continue; 1240 continue;
1515 } 1241 }
1516 1242
1517 /* bows and arrows. Bows are good for selling! */ 1243 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1244 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1245 if (tmp->type == BOW)
1520 { 1246 {
1521 pick_up (op, tmp); 1247 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1248 continue;
1525 } 1249 }
1250
1526 if (op->contr->mode & PU_ARROW) 1251 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1252 if (tmp->type == ARROW)
1528 { 1253 {
1529 pick_up (op, tmp); 1254 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1255 continue;
1533 } 1256 }
1534 1257
1535 /* all kinds of armor etc. */ 1258 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1259 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1260 if (tmp->type == ARMOUR)
1538 { 1261 {
1539 pick_up (op, tmp); 1262 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1263 continue;
1543 } 1264 }
1265
1544 if (op->contr->mode & PU_HELMET) 1266 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1267 if (tmp->type == HELMET)
1546 { 1268 {
1547 pick_up (op, tmp); 1269 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1270 continue;
1551 } 1271 }
1272
1552 if (op->contr->mode & PU_SHIELD) 1273 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1274 if (tmp->type == SHIELD)
1554 { 1275 {
1555 pick_up (op, tmp); 1276 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1277 continue;
1559 } 1278 }
1279
1560 if (op->contr->mode & PU_BOOTS) 1280 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1281 if (tmp->type == BOOTS)
1562 { 1282 {
1563 pick_up (op, tmp); 1283 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1284 continue;
1567 } 1285 }
1286
1568 if (op->contr->mode & PU_GLOVES) 1287 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1288 if (tmp->type == GLOVES)
1570 { 1289 {
1571 pick_up (op, tmp); 1290 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1291 continue;
1575 } 1292 }
1293
1576 if (op->contr->mode & PU_CLOAK) 1294 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1295 if (tmp->type == CLOAK)
1578 { 1296 {
1579 pick_up (op, tmp); 1297 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1298 continue;
1583 } 1299 }
1584 1300
1585 /* hoping to catch throwing daggers here */ 1301 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1302 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1304 {
1589 pick_up (op, tmp); 1305 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1306 continue;
1593 } 1307 }
1594 1308
1595 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1313 {
1600 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 &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1316 {
1603 pick_up (op, tmp); 1317 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1318 continue;
1607 } 1319 }
1608 } 1320 }
1321
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1323 {
1611 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)
1612 { 1325 {
1613 pick_up (op, tmp); 1326 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1327 continue;
1617 } 1328 }
1618 } 1329 }
1619 } 1330 }
1620 1331
1621 /* misc stuff that's useful */ 1332 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1333 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1335 {
1625 pick_up (op, tmp); 1336 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1337 continue;
1629 } 1338 }
1630 1339
1631 /* 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
1632 * pickups */ 1341 * pickups */
1654 continue; 1363 continue;
1655 } 1364 }
1656 } 1365 }
1657 } /* the new pickup model */ 1366 } /* the new pickup model */
1658 } 1367 }
1368
1659 return !stop; 1369 return !stop;
1660} 1370}
1661 1371
1662/* 1372/*
1663 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1840 if (!dir) 1550 if (!dir)
1841 { 1551 {
1842 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!");
1843 return 0; 1553 return 0;
1844 } 1554 }
1555
1845 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1846 bow = op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1847 else 1558 else
1848 { 1559 {
1849 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1857 { 1568 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1570 return 0;
1860 } 1571 }
1861 } 1572 }
1573
1862 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1863 { 1575 {
1864 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);
1865 return 0; 1577 return 0;
1866 } 1578 }
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869 1581
1870 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1873 if (bowspeed < 1) 1586 if (bowspeed < 1)
1874 bowspeed = 1; 1587 bowspeed = 1;
1875 1588
1876 if (arrow == NULL) 1589 if (arrow == NULL)
1877 { 1590 {
1883 else 1596 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1885 return 0; 1598 return 0;
1886 } 1599 }
1887 } 1600 }
1601
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1604 return 0;
1892 } 1605
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1607 {
1895 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.");
1896 return 0; 1609 return 0;
1897 } 1610 }
1898 1611
1899 /* this should not happen, but sometimes does */ 1612 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1613 if (arrow->nrof == 0)
1901 { 1614 {
1902 remove_ob (arrow); 1615 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1616 return 0;
1905 } 1617 }
1906 1618
1907 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1621 if (!arrow)
1910 { 1622 {
1911 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);
1912 return 0; 1624 return 0;
1913 } 1625 }
1914 set_owner (arrow, op); 1626
1627 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1629 arrow->direction = dir;
1918 arrow->x = sx;
1919 arrow->y = sy;
1920 1630
1921 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1922 { 1632 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op); 1634 op->update_stats ();
1925 } 1635 }
1926 1636
1927 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1933 1643
1934 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1935 * 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.
1936 */ 1646 */
1937 1647
1939 1649
1940 /* update the speed */ 1650 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943 1653
1944 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1948 1656
1949 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1950 { 1658 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1961 } 1669 }
1962 1670
1963 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1964 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1965 1673
1966 if (bow->slaying != NULL) 1674 if (bow->slaying)
1967 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1968 1676
1969 arrow->map = m;
1970 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1679
1973 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);
1974 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1975 1682
1976 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1684 move_arrow (arrow);
1978 1685
1979 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
2005 } 1712 }
2006 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)
2007 { 1714 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1716 wcmod = -1;
1717
2010 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);
2011 } 1719 }
2012 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
2013 { 1721 {
2014 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);
2084 1792
2085 if (item->arch) 1793 if (item->arch)
2086 { 1794 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2089 item->speed = 0; 1797 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1798 }
1799
2092 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1802 }
2095 } 1803 }
2096 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1805 drain_rod_charge (item);
2099 }
2100 } 1806 }
2101} 1807}
2102 1808
2103/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2104 */ 1810 */
2127 case range_misc: 1833 case range_misc:
2128 fire_misc_object (op, dir); 1834 fire_misc_object (op, dir);
2129 return; 1835 return;
2130 1836
2131 case range_golem: /* Control summoned monsters from scrolls */ 1837 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2133 { 1839 {
2134 op->contr->ranges[range_golem] = NULL; 1840 op->contr->ranges[range_golem] = 0;
2135 op->contr->shoottype = range_none; 1841 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 } 1842 }
2138 else 1843 else
2139 control_golem (op->contr->ranges[range_golem], dir); 1844 control_golem (op->contr->ranges[range_golem], dir);
2140 return; 1845 return;
2141 1846
2144 { 1849 {
2145 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2146 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.");
2147 return; 1852 return;
2148 } 1853 }
1854
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return; 1856 return;
2151 case range_builder: 1857 case range_builder:
2152 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2153 return; 1859 return;
2154 default: 1860 default:
2248 * 0 otherwise 1954 * 0 otherwise
2249 */ 1955 */
2250static int 1956static int
2251player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2252{ 1958{
2253
2254 /* 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,
2255 * 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 -
2256 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2257 */ 1962 */
2258 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2296 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2300 */ 2005 */
2301
2302void 2006void
2303move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2304{ 2008{
2305 object *tmp, *mon; 2009 object *tmp, *mon;
2306 sint16 nx, ny; 2010 sint16 nx, ny;
2308 maptile *m; 2012 maptile *m;
2309 2013
2310 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2312 2016
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2314 2018
2315 /* 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
2316 * 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
2317 * 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
2318 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2323 */ 2027 */
2324 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))
2325 { 2029 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 { 2031 {
2328 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2329 if (!m) 2033 if (!m)
2330 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2331 } 2035 }
2332 else 2036 else
2333 m = op->map; 2037 m = op->map;
2334 2038
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return; 2040 return;
2339 }
2340 2041
2341 mon = NULL; 2042 mon = 0;
2342 /* 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
2343 * 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.
2344 * 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
2345 * on the space 2046 * on the space
2346 */ 2047 */
2347 while (tmp != NULL) 2048 while (tmp)
2348 { 2049 {
2349 if (tmp == op) 2050 if (tmp == op)
2350 { 2051 {
2351 tmp = tmp->above; 2052 tmp = tmp->above;
2352 continue; 2053 continue;
2353 } 2054 }
2055
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 { 2057 {
2356 mon = tmp; 2058 mon = tmp;
2357 break; 2059 break;
2358 } 2060 }
2061
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp; 2063 mon = tmp;
2064
2361 tmp = tmp->above; 2065 tmp = tmp->above;
2362 } 2066 }
2363 2067
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2069 return; /* into a wall */
2366 2070
2367 if (mon->head != NULL) 2071 if (mon->head)
2368 mon = mon->head; 2072 mon = mon->head;
2369 2073
2370 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))
2371 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2372 return; 2076 return;
2384 * player owns it and it is either friendly or unagressive. 2088 * player owns it and it is either friendly or unagressive.
2385 */ 2089 */
2386 if ((op->type == PLAYER) 2090 if ((op->type == PLAYER)
2387#if COZY_SERVER 2091#if COZY_SERVER
2388 && 2092 &&
2389 ((get_owner (mon) && get_owner (mon)->contr 2093 ((mon->owner && mon->owner->contr
2390 && 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)
2391#else 2095#else
2392 && get_owner (mon) == op 2096 && mon->owner == op
2393#endif 2097#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2099 {
2396 /* 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 */
2397 if (op->contr->braced) 2101 if (op->contr->braced)
2398 return; 2102 return;
2103
2399 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);
2400 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2401 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2107 make_visible (op);
2108
2403 return; 2109 return;
2404 } 2110 }
2405 2111
2406 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2409 * attack them either. 2115 * attack them either.
2410 */ 2116 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2412 (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)) && (
2413#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2414 (op->contr->peaceful 2120 (op->contr->peaceful
2415 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2416 && mon->contr-> 2122 && mon->contr->
2417 peaceful)) && 2123 peaceful)) &&
2418#else 2124#else
2419 op->contr->peaceful && 2125 op->contr->peaceful &&
2420#endif 2126#endif
2421 !on_battleground)) 2127 !on_battleground))
2422 { 2128 {
2423 if (!op->contr->braced) 2129 if (!op->contr->braced)
2424 { 2130 {
2425 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);
2426 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2427 } 2133 }
2428 else 2134 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2136
2432 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2138 make_visible (op);
2434 } 2139 }
2435 2140
2436 /* If the object is a boulder or other rollable object, then 2141 /* If the object is a boulder or other rollable object, then
2447 * Way it works is like this: First, it must have some hit points 2152 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2154 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2155 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2156 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2159 {
2456 2160
2457 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2465 2169
2466 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 */
2467 } 2171 }
2468 2172
2469 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2470 2174
2471 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2474 * the wiz. 2178 * the wiz.
2476 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))
2477 { 2181 {
2478 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2479 2183
2480 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2482 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2483 } 2187 }
2188
2484 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2485 make_visible (op); 2190 make_visible (op);
2486 } 2191 }
2487 } /* if player should attack something */ 2192 } /* if player should attack something */
2488} 2193}
2490int 2195int
2491move_player (object *op, int dir) 2196move_player (object *op, int dir)
2492{ 2197{
2493 int pick; 2198 int pick;
2494 2199
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2201 return 0;
2497 2202
2498 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2500 { 2205 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2207 return 0;
2503 } 2208 }
2504 2209
2505 /* peterm: added following line */ 2210 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2508 2213
2509 op->facing = dir; 2214 op->facing = dir;
2510 2215
2523 2228
2524 /* 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
2525 * server can handle repeat firing. 2230 * server can handle repeat firing.
2526 */ 2231 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2233 op->direction = dir;
2530 }
2531 else 2234 else
2532 {
2533 op->direction = 0; 2235 op->direction = 0;
2534 } 2236
2535 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2239 * for players.
2538 */ 2240 */
2539 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2584 /* 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
2585 * 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
2586 * 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
2587 * 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.
2588 */ 2290 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2591 {
2592 op->contr->ranges[range_golem] = NULL; 2292 op->contr->ranges[range_golem] = 0;
2593 op->contr->golem_count = 0;
2594 }
2595 2293
2596 /* 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
2597 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2296 * called, so we recheck it here.
2599 */ 2297 */
2600 HandleClient (&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2601 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2602 return 0; 2302 {
2603
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 { 2304 {
2606 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--; 2306 op->speed_left--;
2608 2307
2609 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2610 * 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
2611 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2612 */ 2311 */
2613 move_player (op, op->direction); 2312 move_player (op, op->direction);
2614 if (op->speed_left > 0) 2313
2615 return 1; 2314 return op->speed_left > 0;
2616 else 2315 }
2617 return 0;
2618 } 2316 }
2317
2619 return 0; 2318 return 0;
2620} 2319}
2621 2320
2622int 2321int
2623save_life (object *op) 2322save_life (object *op)
2624{ 2323{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2325 return 0;
2629 2326
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2329 {
2633 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);
2634 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
2635 if (op->contr) 2333 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2334 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2335
2638 free_object (tmp); 2336 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2640 if (op->stats.hp < 0) 2339 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2341
2642 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2643 op->stats.food = 999; 2343 op->stats.food = 999;
2644 fix_player (op); 2344
2345 op->update_stats ();
2645 return 1; 2346 return 1;
2646 } 2347 }
2348
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2352 return 0;
2651} 2353}
2660{ 2362{
2661 object *next; 2363 object *next;
2662 2364
2663 while (op) 2365 while (op)
2664 { 2366 {
2665 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' */
2666 * we remove object 'op' 2368
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2370 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2676 } 2375 }
2677 else if (op->inv) 2376 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2378
2679 op = next; 2379 op = next;
2680 } 2380 }
2681} 2381}
2682
2683 2382
2684/* 2383/*
2685 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2400 else
2702 sprintf (buf, "%s\n", &op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2404 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2706 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);
2707 else 2407 else
2708 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
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2411 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2712 { 2413 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2416 strcat (buf2, buf);
2716 } 2417 }
2418
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2720 return buf2; 2423 return buf2;
2721} 2424}
2722
2723
2724 2425
2725void 2426void
2726do_some_living (object *op) 2427do_some_living (object *op)
2727{ 2428{
2728 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2737 const int max_grace = 1; 2438 const int max_grace = 1;
2738 2439
2739 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2740 { 2441 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2445 }
2745 2446
2746 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2747 { 2448 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2453 else
2754 { 2454 {
2755 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2457 }
2458
2758 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2461 else
2761 { 2462 {
2762 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2465 }
2466
2765 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2469 else
2768 { 2470 {
2769 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2785 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2786 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))
2787 op->stats.food = last_food; 2489 op->stats.food = last_food;
2788 } 2490 }
2789 } 2491 }
2492
2790 if (max_sp > 1) 2493 if (max_sp > 1)
2791 { 2494 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2496 if (over_sp > 0)
2794 { 2497 {
2795 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2796 { 2499 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2798 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))
2799 op->stats.sp--; 2503 op->stats.sp--;
2504
2800 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2802 } 2507 }
2803 op->last_sp = 0; 2508 op->last_sp = 0;
2804 } 2509 }
2805 else 2510 else
2806 {
2807 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);
2808 }
2809 } 2512 }
2810 else 2513 else
2811 {
2812 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);
2813 }
2814 } 2515 }
2815 2516
2816 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2817 /* 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. */
2818 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2819 { 2520 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2822 if (max_grace > 1) 2524 if (max_grace > 1)
2823 { 2525 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2527 if (over_grace > 0)
2826 { 2528 {
2854 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2855 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))
2856 op->stats.food = last_food; 2558 op->stats.food = last_food;
2857 } 2559 }
2858 } 2560 }
2561
2859 if (max_hp > 1) 2562 if (max_hp > 1)
2860 { 2563 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2565 if (over_hp > 0)
2863 { 2566 {
2887 2590
2888 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2889 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);
2890 else 2593 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2892 /* dms do not consume food */ 2596 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2598 op->stats.food--;
2895 } 2599 }
2896 }
2897 2600
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2602 {
2900 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2901 2604
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 { 2606 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2908 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.");
2909 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2614 break;
2912 } 2615 }
2913 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2914 flesh = tmp; 2617 flesh = tmp;
2915 } /* End if paid for object */ 2618 } /* End if paid for object */
2916 } /* end of for loop */ 2619 } /* end of for loop */
2620
2917 /* 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
2918 * eat flesh instead. 2622 * eat flesh instead.
2919 */ 2623 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2625 {
2922 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.");
2923 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2924 } 2628 }
2925 } /* end if player is starving */ 2629 }
2926 2630
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2929 2633
2930 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))
2931 kill_player (op); 2635 kill_player (op);
2636 }
2932} 2637}
2933
2934
2935 2638
2936/* 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.
2937 * 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
2938 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2642 * file.
2969 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!");
2970 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...");
2971 2674
2972 /* restore player */ 2675 /* restore player */
2973 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2678 {
2977 remove_ob (tmp); 2679 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2681 }
2981 2682
2982 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2685 {
2986 remove_ob (tmp); 2686 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2688 }
2990 2689
2991 cure_disease (op, 0); /* remove any disease */ 2690 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2693 op->stats.food = 999;
2995 2694
2996 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2697 {
3000 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2699 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
3003 " 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",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2703 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
3008 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2707 }
3011 2708
3012 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2711 op->contr->braced = 0;
3019 2716
3020 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
3021 2718
3022 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
3023 { 2720 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
3033 } 2723 }
3034 else 2724 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
3044 } 2726
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2728
3047 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3048 x = op->x; 2730 x = op->x;
3049 y = op->y; 2731 y = op->y;
3050 map = op->map; 2732 map = op->map;
3051 2733
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * 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.
3057 * 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.
3058 */ 2737 */
3059 2738
3060 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2741 * of death.
3063 */ 2742 */
3064#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3066 { 2745 {
3067 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3068 /* 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
3069 more if they do. */ 2748 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2751 little bit harder. */
3073 /* GD */ 2752 /* GD */
3074 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2754 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2755 else
3080 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3081 num_stats_lose = 1; 2759 num_stats_lose = 1;
3082 } 2760
3083 lost_a_stat = 0; 2761 lost_a_stat = 0;
3084 2762
3085 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3086 { 2764 {
3087 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3088 2766
3089 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3090 { 2768 {
3091 /* 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
3092 * what he lost. 2770 * what he lost.
3093 */ 2771 */
3094 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 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);
3100 } 2790 }
3101 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3102 { 2793 {
3103 /* deplete a stat */ 2794 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3105 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3106 2797 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2798 {
3110 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3112 } 2801
3113 lose_this_stat = 1; 2802 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 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)
3120 { 2808 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2809 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2811 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2812 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2813 else
3155 if (this_stat >= -50)
3156 { 2814 {
3157 change_attr_value (&(dep->stats), i, -1); 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 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"); */
3162 } 2820 }
3163 } 2821 }
3164 } 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 }
3165 } 2841 }
2842 }
2843 }
3166 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2845 if (!lost_a_stat)
3168 { 2846 {
3169 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3172 2850
3173 if (god && (strcmp (god, "none"))) 2851 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2853 else
3176 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.");
3177 } 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.");
3178#endif 2858#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2859
3181 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2861 * exp loss on the stone.
3183 */ 2862 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2865 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2867 tmp->name_pl = buf;
3189 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3190 tmp->msg = buf; 2869 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2872
3194 /**************************************/ 2873 /**************************************/
3195 /* */ 2874 /* */
3196 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3199 /* */ 2878 /* */
3200
3201 /**************************************/ 2879 /**************************************/
3202 2880
3203 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2882 /* restore player */
3205 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
2885
3207 if (tmp) 2886 if (tmp)
3208 { 2887 {
3209 remove_ob (tmp); 2888 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2890 }
3213 2891
3214 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2894 if (tmp)
3217 { 2895 {
3218 remove_ob (tmp); 2896 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2898 }
2899
3222 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3223 2901
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3227 op->stats.food = 900; 2905 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2909
3232 /* 2910 /*
3233 * 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
3234 * 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
3235 * in the map. 2913 * in the map.
3236 */ 2914 */
3237 2915
3238 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3240 2918
3241 /****************************************/ 2919 /****************************************/
3242 /* */ 2920 /* */
3243 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3245 /* */ 2923 /* */
3246
3247 /****************************************/ 2924 /****************************************/
3248 2925
3249 enter_player_savebed (op); 2926 enter_player_savebed (op);
3250 2927
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2928 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2929
3257 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2933 * on the space that might harm the player.
3261 */ 2934 */
3262 will_kill_again = 0; 2935 will_kill_again = 0;
3263 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)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3267 } 2939
3268 if (will_kill_again) 2940 if (will_kill_again)
3269 { 2941 {
3270 object *force; 2942 object *force;
3271 int at; 2943 int at;
3272 2944
3273 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2947 force->speed = 0.1;
3276 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3277 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2952 force->resist[at] = 100;
3282 } 2953
3283 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3284 fix_player (op); 2955 op->update_stats ();
3285 2956
3286 } 2957 }
3287 2958
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2960}
3357
3358 2961
3359void 2962void
3360loot_object (object *op) 2963loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3363 2966
3364 if (op->container) 2967 if (op->container)
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3367 }
3368 2969
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3370 { 2971 {
3371 next = tmp->below; 2972 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3373 continue; 2975 continue;
3374 remove_ob (tmp); 2976
2977 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3376 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2980 { /* empty container to ground */
3378 loot_object (tmp); 2981 loot_object (tmp);
3379 } 2982 }
3380 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)))
3381 { 2984 {
3382 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
3383 { 2986 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2988 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2990 }
3388 else 2991 else
3389 free_object (tmp); 2992 tmp->destroy ();
3390 } 2993 }
3391 else 2994 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2996 }
3394} 2997}
3400 */ 3003 */
3401 3004
3402void 3005void
3403fix_weight (void) 3006fix_weight (void)
3404{ 3007{
3405 player *pl; 3008 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 3009 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 3011
3411 if (old == sum) 3012 if (old == sum)
3412 continue; 3013 continue;
3413 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3414 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);
3415 } 3016 }
3416} 3017}
3417 3018
3418void 3019void
3419fix_luck (void) 3020fix_luck (void)
3420{ 3021{
3421 player *pl; 3022 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3426} 3025}
3427
3428 3026
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3432 */ 3030 */
3433
3434void 3031void
3435cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3436{ 3033{
3437 object *skop, *spob; 3034 object *skop, *spob;
3438 3035
3459 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3460 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);
3461 3058
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3059 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3060
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3061 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3062}
3468 3063
3469void 3064void
3470make_visible (object *op) 3065make_visible (object *op)
3471{ 3066{
3485 object *tmp = NULL; 3080 object *tmp = NULL;
3486 3081
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3083 return 1;
3489 3084
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3085 return 0;
3496} 3086}
3497 3087
3498/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3555 3145
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3147
3558 /* 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! */
3559 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3562 { 3151 {
3563 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!");
3564 make_visible (op); 3153 make_visible (op);
3565 return; 3154 return;
3566 } 3155 }
3567 else 3156 else
3568 num += 20; 3157 num += 20;
3569 } 3158
3570 num += op->map->difficulty; 3159 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3161 num -= hide;
3162
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3164 {
3575 make_visible (op); 3165 make_visible (op);
3576 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3577 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!");
3578 } 3168 }
3579 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3580 {
3581 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);
3582 }
3583} 3171}
3584 3172
3585/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3586 3174
3587int 3175int
3614 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3615 continue; 3203 continue;
3616 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)))
3617 continue; 3205 continue;
3618 3206
3619 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)
3620 { 3208 {
3621 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))
3622 return 1; 3210 return 1;
3623 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3624 { 3212 {
3654 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3655 { 3243 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3245 return -1;
3658 } 3246 }
3247
3659 if (!pl || !op) 3248 if (!pl || !op)
3660 return 0; 3249 return 0;
3661 3250
3662 if (op->head)
3663 {
3664 op = op->head; 3251 op = op->head_ ();
3665 } 3252
3666 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3667 3254
3668 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3256 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3678 3265
3679 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3680 * 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
3681 * for any meaningful values. 3268 * for any meaningful values.
3682 */ 3269 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !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)])
3686 return 1; 3273 return 1;
3687 op = op->more; 3274 op = op->more;
3688 } 3275 }
3689 return 0; 3276 return 0;
3690} 3277}
3800 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3801 return; 3388 return;
3802 3389
3803 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++);
3804 3391
3805 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3806 { 3393 {
3807 /* 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]); */
3808 return; 3395 return;
3809 } 3396 }
3810 3397
3876 { 3463 {
3877 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3465 object *skin;
3879 3466
3880 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3882 if (skin == NULL) 3472 if (!skin)
3883 return; 3473 return;
3884 3474
3885 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3477 {
3932 * not readied. 3522 * not readied.
3933 */ 3523 */
3934void 3524void
3935player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3936{ 3526{
3937 rangetype i;
3938
3939 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))
3940 {
3941 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3942 { 3529 {
3943 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3944 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3947 }
3948 } 3533 }
3949 }
3950} 3534}

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