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Comparing deliantra/server/server/player.C (file contents):
Revision 1.28 by root, Mon Nov 13 20:57:16 2006 UTC vs.
Revision 1.96 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
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 373 set_first_map (pl->ob);
345 374
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 375 return pl;
354} 376}
355 377
356/* 378/*
357 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
367 { 389 {
368 if (at == NULL || at->next == NULL) 390 if (at == NULL || at->next == NULL)
369 at = first_archetype; 391 at = first_archetype;
370 else 392 else
371 at = at->next; 393 at = at->next;
394
372 if (at->clone.type == PLAYER) 395 if (at->clone.type == PLAYER)
373 return at; 396 return at;
397
374 if (at == start) 398 if (at == start)
375 { 399 {
376 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 401 exit (-1);
378 } 402 }
379 } 403 }
380} 404}
381 405
382
383object * 406object *
384get_nearest_player (object *mon) 407get_nearest_player (object *mon)
385{ 408{
386 object *op = NULL; 409 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 410 objectlink *ol;
389 unsigned lastdist; 411 unsigned lastdist;
390 rv_vector rv; 412 rv_vector rv;
391 413
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 415 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 423 object *tmp = ol->ob;
402 424
403 /* 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
404 * itself will have been cleared. 426 * itself will have been cleared.
405 */ 427 */
406 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 ());
407 ol = ol->next; 430 ol = ol->next;
408 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
409 if (!ol) 432 if (!ol)
410 return op; 433 return op;
411 } 434 }
424 { 447 {
425 op = ol->ob; 448 op = ol->ob;
426 lastdist = rv.distance; 449 lastdist = rv.distance;
427 } 450 }
428 } 451 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 452
430 { 453 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
435 { 456 {
436 op = pl->ob; 457 op = pl->ob;
437 lastdist = rv.distance; 458 lastdist = rv.distance;
438 } 459 }
439 } 460
440 }
441#if 0 461#if 0
442 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)");
443#endif 463#endif
444 return op; 464 return op;
445} 465}
463 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 485 * is probably not a good thing.
466 */ 486 */
467#define MAX_SPACES 50 487#define MAX_SPACES 50
468
469 488
470/* 489/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 666 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 667 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 669 {
651 remove_ob (op); 670 op->destroy ();
652 free_object (op);
653 continue; 671 continue;
654 } 672 }
655 } 673 }
656 674
657 /* This really needs to be better - we should really give 675 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 686 if (tmp->type == op->type && tmp->name == op->name)
669 break; 687 break;
670 688
671 if (tmp) 689 if (tmp)
672 { 690 {
673 remove_ob (op); 691 op->destroy ();
674 free_object (op);
675 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);
676 continue; 693 continue;
677 } 694 }
695
678 if (op->nrof > 1) 696 if (op->nrof > 1)
679 op->nrof = 1; 697 op->nrof = 1;
680 } 698 }
681 699
682 if (op->type == SPELLBOOK && op->inv) 700 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 712 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 713 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 714 }
697 if (op->type == SPELL) 715 if (op->type == SPELL)
698 { 716 {
699 remove_ob (op); 717 op->destroy ();
700 free_object (op);
701 continue; 718 continue;
702 } 719 }
703 else if (op->type == SKILL) 720 else if (op->type == SKILL)
704 { 721 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
715 link_player_skills (pl); 732 link_player_skills (pl);
716} 733}
717 734
718void 735void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 736get_party_password (object *op, partylist *party)
803{ 737{
804 if (party == NULL) 738 if (party == NULL)
805 { 739 {
806 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);
807 return; 741 return;
808 } 742 }
743
809 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
812 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:");
813} 748}
814
815 749
816/* 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. */
817int 751static int
818roll_stat (void) 752roll_stat (void)
819{ 753{
820 int a[4], i, j, k; 754 int a[4], i, j, k;
821 755
822 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 760 if (a[i] < k)
827 k = a[i], j = i; 761 k = a[i], j = i;
828 762
829 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 764 if (i != j)
832 k += a[i]; 765 k += a[i];
833 } 766
834 return k; 767 return k;
835} 768}
836 769
837void 770void
838roll_stats (object *op) 771object::roll_stats ()
839{ 772{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 773 int statsort [7];
843 774
844 do 775 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 776 {
855 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
856 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
857 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 787
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
890 795
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 796 stats.exp = 0;
902 op->stats.ac = 0; 797 stats.ac = 0;
903 798
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 799 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
913} 811}
914 812
915void 813void
916Roll_Again (object *op) 814object::swap_stats (int a, int b)
917{ 815{
918 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 818 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 819
923void 820 stats.Str = contr->orig_stats.Str;
924Swap_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)
925{ 852{
926 signed char tmp;
927 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
928 854
929 if (op->contr->Swap_First == -1) 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 859}
1044 860
1045/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1049 * not the class. 865 * not the class.
1050 */ 866 */
1051
1052int 867int
1053key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1054{ 869{
1055 int tmp_loop; 870 int tmp_loop;
1056 871
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1064 { 873 {
1065 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1066 875
1067 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (op->contr, op->weight + op->carrying);
878
1069 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);
1070 882
1071 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1073 885
1074 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1075 887
1076 if (op->msg) 888 if (op->msg)
1077 op->msg = NULL; 889 op->msg = NULL;
1078 890
1079 /* 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
1080 * to save here. 892 * to save here.
1081 */ 893 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 895 make_path_to_file (buf);
1084 896
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 897 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 900 link_player_skills (op);
1092 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1093 fix_player (op); 902 op->update_stats ();
1094 903
1095 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1096 * is one for this race 905 * is one for this race
1097 */ 906 */
1098 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1099 { 908 {
1100 object *tmp; 909 object *tmp;
1101 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1102 911
1103 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);
1104 tmp = get_object (); 913 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1108 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;
1109 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1110 * default initial map */ 919 * default initial map */
1111 free_object (tmp); 920 tmp->destroy ();
1112 } 921 }
1113 else 922 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 924
1117 return 0; 925 return 0;
1118 } 926 }
1119 927
1120 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1125 while (!tmp_loop) 933 while (!tmp_loop)
1126 { 934 {
1127 shstr name = op->name; 935 shstr name = op->name;
1128 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1129 937
1130 remove_statbonus (op); 938 op->remove_statbonus ();
1131 remove_ob (op); 939 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 941 op->arch->clone.copy_to (op);
1134 op->instantiate (); 942 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 944 op->name = op->name_pl = name;
1137 op->x = x; 945 op->x = x;
1138 op->y = y; 946 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 950 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1144 } 952 }
1145 953
1146 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 956 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 959 op->stats.grace = 0;
1152 960
1153 if (op->msg) 961 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 963
1156 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");
1157 return 0; 965 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 966}
1208 967
1209void 968void
1210flee_player (object *op) 969flee_player (object *op)
1211{ 970{
1241 { 1000 {
1242 op->enemy = NULL; 1001 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1003 return;
1245 } 1004 }
1005
1246 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1247 1007
1248 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1250 { 1010 {
1251 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1252 1012
1253 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)))
1254 {
1255 return; 1014 return;
1256 }
1257 } 1015 }
1016
1258 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1019 op->enemy = NULL;
1261} 1020}
1262 1021
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1109 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1114 }
1115
1384 /* philosophy: 1116 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1118 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1121 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1158 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1159 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1160 if (tmp->type == FOOD)
1429 { 1161 {
1430 pick_up (op, tmp); 1162 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1163 continue;
1434 } 1164 }
1165
1435 if (op->contr->mode & PU_DRINK) 1166 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1168 {
1438 pick_up (op, tmp); 1169 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1170 continue;
1442 } 1171 }
1443 1172
1444 if (op->contr->mode & PU_POTION) 1173 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1174 if (tmp->type == POTION)
1446 { 1175 {
1447 pick_up (op, tmp); 1176 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1177 continue;
1451 } 1178 }
1452 1179
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1180 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1181 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1182 if (tmp->type == SPELLBOOK)
1456 { 1183 {
1457 pick_up (op, tmp); 1184 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1185 continue;
1461 } 1186 }
1187
1462 if (op->contr->mode & PU_SKILLSCROLL) 1188 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1189 if (tmp->type == SKILLSCROLL)
1464 { 1190 {
1465 pick_up (op, tmp); 1191 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1192 continue;
1469 } 1193 }
1194
1470 if (op->contr->mode & PU_READABLES) 1195 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1197 {
1473 pick_up (op, tmp); 1198 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1199 continue;
1477 } 1200 }
1478 1201
1479 /* wands/staves/rods/horns */ 1202 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1205 {
1483 pick_up (op, tmp); 1206 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1207 continue;
1487 } 1208 }
1488 1209
1489 /* pick up all magical items */ 1210 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1211 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1213 {
1493 pick_up (op, tmp); 1214 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1215 continue;
1497 } 1216 }
1498 1217
1499 if (op->contr->mode & PU_VALUABLES) 1218 if (op->contr->mode & PU_VALUABLES)
1500 { 1219 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1220 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1221 {
1503 pick_up (op, tmp); 1222 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1223 continue;
1507 } 1224 }
1508 } 1225 }
1509 1226
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1227 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1228 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1229 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1230 {
1514 pick_up (op, tmp); 1231 pick_up (op, tmp);
1232 continue;
1515 if (0) 1233 }
1516 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);
1517 continue; 1240 continue;
1518 } 1241 }
1519 1242
1520 /* bows and arrows. Bows are good for selling! */ 1243 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1244 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1245 if (tmp->type == BOW)
1523 { 1246 {
1524 pick_up (op, tmp); 1247 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1248 continue;
1528 } 1249 }
1250
1529 if (op->contr->mode & PU_ARROW) 1251 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1252 if (tmp->type == ARROW)
1531 { 1253 {
1532 pick_up (op, tmp); 1254 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1255 continue;
1536 } 1256 }
1537 1257
1538 /* all kinds of armor etc. */ 1258 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1259 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1260 if (tmp->type == ARMOUR)
1541 { 1261 {
1542 pick_up (op, tmp); 1262 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1263 continue;
1546 } 1264 }
1265
1547 if (op->contr->mode & PU_HELMET) 1266 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1267 if (tmp->type == HELMET)
1549 { 1268 {
1550 pick_up (op, tmp); 1269 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1270 continue;
1554 } 1271 }
1272
1555 if (op->contr->mode & PU_SHIELD) 1273 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1274 if (tmp->type == SHIELD)
1557 { 1275 {
1558 pick_up (op, tmp); 1276 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1277 continue;
1562 } 1278 }
1279
1563 if (op->contr->mode & PU_BOOTS) 1280 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1281 if (tmp->type == BOOTS)
1565 { 1282 {
1566 pick_up (op, tmp); 1283 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1284 continue;
1570 } 1285 }
1286
1571 if (op->contr->mode & PU_GLOVES) 1287 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1288 if (tmp->type == GLOVES)
1573 { 1289 {
1574 pick_up (op, tmp); 1290 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1291 continue;
1578 } 1292 }
1293
1579 if (op->contr->mode & PU_CLOAK) 1294 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1295 if (tmp->type == CLOAK)
1581 { 1296 {
1582 pick_up (op, tmp); 1297 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1298 continue;
1586 } 1299 }
1587 1300
1588 /* hoping to catch throwing daggers here */ 1301 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1302 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1304 {
1592 pick_up (op, tmp); 1305 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1306 continue;
1596 } 1307 }
1597 1308
1598 /* careful: chairs and tables are weapons! */ 1309 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1310 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1313 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1316 {
1606 pick_up (op, tmp); 1317 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1318 continue;
1610 } 1319 }
1611 } 1320 }
1321
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1322 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1323 {
1614 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)
1615 { 1325 {
1616 pick_up (op, tmp); 1326 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1327 continue;
1620 } 1328 }
1621 } 1329 }
1622 } 1330 }
1623 1331
1624 /* misc stuff that's useful */ 1332 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1333 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1335 {
1628 pick_up (op, tmp); 1336 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1337 continue;
1632 } 1338 }
1633 1339
1634 /* 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
1635 * pickups */ 1341 * pickups */
1657 continue; 1363 continue;
1658 } 1364 }
1659 } 1365 }
1660 } /* the new pickup model */ 1366 } /* the new pickup model */
1661 } 1367 }
1368
1662 return !stop; 1369 return !stop;
1663} 1370}
1664 1371
1665/* 1372/*
1666 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1843 if (!dir) 1550 if (!dir)
1844 { 1551 {
1845 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!");
1846 return 0; 1553 return 0;
1847 } 1554 }
1555
1848 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1850 else 1558 else
1851 { 1559 {
1852 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1860 { 1568 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1570 return 0;
1863 } 1571 }
1864 } 1572 }
1573
1865 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1866 { 1575 {
1867 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);
1868 return 0; 1577 return 0;
1869 } 1578 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1581
1873 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1876 if (bowspeed < 1) 1586 if (bowspeed < 1)
1877 bowspeed = 1; 1587 bowspeed = 1;
1878 1588
1879 if (arrow == NULL) 1589 if (arrow == NULL)
1880 { 1590 {
1886 else 1596 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1598 return 0;
1889 } 1599 }
1890 } 1600 }
1601
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1604 return 0;
1895 } 1605
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1607 {
1898 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.");
1899 return 0; 1609 return 0;
1900 } 1610 }
1901 1611
1902 /* this should not happen, but sometimes does */ 1612 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1613 if (arrow->nrof == 0)
1904 { 1614 {
1905 remove_ob (arrow); 1615 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1616 return 0;
1908 } 1617 }
1909 1618
1910 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1621 if (!arrow)
1913 { 1622 {
1914 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);
1915 return 0; 1624 return 0;
1916 } 1625 }
1917 set_owner (arrow, op); 1626
1627 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1629 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1630
1924 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1925 { 1632 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1634 op->update_stats ();
1928 } 1635 }
1929 1636
1930 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1936 1643
1937 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1938 * 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.
1939 */ 1646 */
1940 1647
1942 1649
1943 /* update the speed */ 1650 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1653
1947 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1951 1656
1952 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1953 { 1658 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1669 }
1965 1670
1966 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1968 1673
1969 if (bow->slaying != NULL) 1674 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1971 1676
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1679
1976 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);
1977 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1978 1682
1979 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1684 move_arrow (arrow);
1981 1685
1982 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
2008 } 1712 }
2009 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)
2010 { 1714 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1716 wcmod = -1;
1717
2013 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);
2014 } 1719 }
2015 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
2016 { 1721 {
2017 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);
2087 1792
2088 if (item->arch) 1793 if (item->arch)
2089 { 1794 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2092 item->speed = 0; 1797 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1798 }
1799
2095 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1802 }
2098 } 1803 }
2099 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1805 drain_rod_charge (item);
2102 }
2103 } 1806 }
2104} 1807}
2105 1808
2106/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2107 */ 1810 */
2130 case range_misc: 1833 case range_misc:
2131 fire_misc_object (op, dir); 1834 fire_misc_object (op, dir);
2132 return; 1835 return;
2133 1836
2134 case range_golem: /* Control summoned monsters from scrolls */ 1837 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1839 {
2137 op->contr->ranges[range_golem] = NULL; 1840 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1841 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1842 }
2141 else 1843 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1844 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1845 return;
2144 1846
2147 { 1849 {
2148 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2149 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.");
2150 return; 1852 return;
2151 } 1853 }
1854
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return; 1856 return;
2154 case range_builder: 1857 case range_builder:
2155 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2156 return; 1859 return;
2157 default: 1860 default:
2251 * 0 otherwise 1954 * 0 otherwise
2252 */ 1955 */
2253static int 1956static int
2254player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2255{ 1958{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2260 */ 1962 */
2261 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2303 */ 2005 */
2304
2305void 2006void
2306move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2307{ 2008{
2308 object *tmp, *mon; 2009 object *tmp, *mon;
2309 sint16 nx, ny; 2010 sint16 nx, ny;
2311 maptile *m; 2012 maptile *m;
2312 2013
2313 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2315 2016
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2317 2018
2318 /* 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
2319 * 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
2320 * 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
2321 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2326 */ 2027 */
2327 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))
2328 { 2029 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2031 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2332 if (!m) 2033 if (!m)
2333 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2334 } 2035 }
2335 else 2036 else
2336 m = op->map; 2037 m = op->map;
2337 2038
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 if (!(tmp = m->at (nx, ny).bot))
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 2040 return;
2342 }
2343 2041
2344 mon = NULL; 2042 mon = 0;
2345 /* 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
2346 * 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.
2347 * 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
2348 * on the space 2046 * on the space
2349 */ 2047 */
2350 while (tmp != NULL) 2048 while (tmp)
2351 { 2049 {
2352 if (tmp == op) 2050 if (tmp == op)
2353 { 2051 {
2354 tmp = tmp->above; 2052 tmp = tmp->above;
2355 continue; 2053 continue;
2365 mon = tmp; 2063 mon = tmp;
2366 2064
2367 tmp = tmp->above; 2065 tmp = tmp->above;
2368 } 2066 }
2369 2067
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2069 return; /* into a wall */
2372 2070
2373 if (mon->head != NULL) 2071 if (mon->head)
2374 mon = mon->head; 2072 mon = mon->head;
2375 2073
2376 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))
2377 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2378 return; 2076 return;
2390 * player owns it and it is either friendly or unagressive. 2088 * player owns it and it is either friendly or unagressive.
2391 */ 2089 */
2392 if ((op->type == PLAYER) 2090 if ((op->type == PLAYER)
2393#if COZY_SERVER 2091#if COZY_SERVER
2394 && 2092 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2093 ((mon->owner && mon->owner->contr
2396 && 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)
2397#else 2095#else
2398 && get_owner (mon) == op 2096 && mon->owner == op
2399#endif 2097#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2099 {
2402 /* 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 */
2403 if (op->contr->braced) 2101 if (op->contr->braced)
2404 return; 2102 return;
2103
2405 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);
2406 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2107 make_visible (op);
2108
2409 return; 2109 return;
2410 } 2110 }
2411 2111
2412 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2115 * attack them either.
2416 */ 2116 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (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)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2120 (op->contr->peaceful
2421 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2422 && mon->contr-> 2122 && mon->contr->
2423 peaceful)) && 2123 peaceful)) &&
2424#else 2124#else
2425 op->contr->peaceful && 2125 op->contr->peaceful &&
2426#endif 2126#endif
2427 !on_battleground)) 2127 !on_battleground))
2428 { 2128 {
2429 if (!op->contr->braced) 2129 if (!op->contr->braced)
2430 { 2130 {
2431 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);
2432 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2433 } 2133 }
2434 else 2134 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2136
2438 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2138 make_visible (op);
2440 } 2139 }
2441 2140
2442 /* If the object is a boulder or other rollable object, then 2141 /* If the object is a boulder or other rollable object, then
2453 * Way it works is like this: First, it must have some hit points 2152 * Way it works is like this: First, it must have some hit points
2454 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2455 * 1) Not a player, 2) A player, but of a different party. Note 2154 * 1) Not a player, 2) A player, but of a different party. Note
2456 * that party_number -1 is no party, so attacks can still happen. 2155 * that party_number -1 is no party, so attacks can still happen.
2457 */ 2156 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2461 { 2159 {
2462 2160
2463 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2169
2472 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 */
2473 } 2171 }
2474 2172
2475 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2476 2174
2477 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2178 * the wiz.
2482 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))
2483 { 2181 {
2484 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2485 2183
2486 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2489 } 2187 }
2188
2490 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2491 make_visible (op); 2190 make_visible (op);
2492 } 2191 }
2493 } /* if player should attack something */ 2192 } /* if player should attack something */
2494} 2193}
2496int 2195int
2497move_player (object *op, int dir) 2196move_player (object *op, int dir)
2498{ 2197{
2499 int pick; 2198 int pick;
2500 2199
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2201 return 0;
2503 2202
2504 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2506 { 2205 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2207 return 0;
2509 } 2208 }
2510 2209
2511 /* peterm: added following line */ 2210 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2514 2213
2515 op->facing = dir; 2214 op->facing = dir;
2516 2215
2529 2228
2530 /* 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
2531 * server can handle repeat firing. 2230 * server can handle repeat firing.
2532 */ 2231 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2233 op->direction = dir;
2536 }
2537 else 2234 else
2538 {
2539 op->direction = 0; 2235 op->direction = 0;
2540 } 2236
2541 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2239 * for players.
2544 */ 2240 */
2545 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2590 /* 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
2591 * 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
2592 * 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
2593 * 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.
2594 */ 2290 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2292 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2293
2602 /* 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
2603 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2296 * called, so we recheck it here.
2605 */ 2297 */
2606 HandleClient (&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2607 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2608 return 0; 2302 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2304 {
2612 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2306 op->speed_left--;
2614 2307
2615 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2616 * 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
2617 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2618 */ 2311 */
2619 move_player (op, op->direction); 2312 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2313
2621 return 1; 2314 return op->speed_left > 0;
2622 else 2315 }
2623 return 0;
2624 } 2316 }
2317
2625 return 0; 2318 return 0;
2626} 2319}
2627 2320
2628int 2321int
2629save_life (object *op) 2322save_life (object *op)
2630{ 2323{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2325 return 0;
2635 2326
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2329 {
2639 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);
2640 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
2641 if (op->contr) 2333 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2334 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2335
2644 free_object (tmp); 2336 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2646 if (op->stats.hp < 0) 2339 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2341
2648 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2649 op->stats.food = 999; 2343 op->stats.food = 999;
2650 fix_player (op); 2344
2345 op->update_stats ();
2651 return 1; 2346 return 1;
2652 } 2347 }
2348
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2352 return 0;
2657} 2353}
2666{ 2362{
2667 object *next; 2363 object *next;
2668 2364
2669 while (op) 2365 while (op)
2670 { 2366 {
2671 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' */
2672 * we remove object 'op' 2368
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2370 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2682 } 2375 }
2683 else if (op->inv) 2376 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2378
2685 op = next; 2379 op = next;
2686 } 2380 }
2687} 2381}
2688
2689 2382
2690/* 2383/*
2691 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2400 else
2708 sprintf (buf, "%s\n", &op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2404 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2712 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);
2713 else 2407 else
2714 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
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2411 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2718 { 2413 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2416 strcat (buf2, buf);
2722 } 2417 }
2418
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2726 return buf2; 2423 return buf2;
2727} 2424}
2728
2729
2730 2425
2731void 2426void
2732do_some_living (object *op) 2427do_some_living (object *op)
2733{ 2428{
2734 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2743 const int max_grace = 1; 2438 const int max_grace = 1;
2744 2439
2745 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2746 { 2441 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2749 flush_output_element (op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2750 } 2445 }
2751 2446
2752 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2753 { 2448 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2453 else
2760 { 2454 {
2761 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2457 }
2458
2764 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2461 else
2767 { 2462 {
2768 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2465 }
2466
2771 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2469 else
2774 { 2470 {
2775 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2792 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))
2793 op->stats.food = last_food; 2489 op->stats.food = last_food;
2794 } 2490 }
2795 } 2491 }
2492
2796 if (max_sp > 1) 2493 if (max_sp > 1)
2797 { 2494 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2496 if (over_sp > 0)
2800 { 2497 {
2801 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2802 { 2499 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2804 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))
2805 op->stats.sp--; 2503 op->stats.sp--;
2504
2806 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2808 } 2507 }
2809 op->last_sp = 0; 2508 op->last_sp = 0;
2810 } 2509 }
2811 else 2510 else
2812 {
2813 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);
2814 }
2815 } 2512 }
2816 else 2513 else
2817 {
2818 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);
2819 }
2820 } 2515 }
2821 2516
2822 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2823 /* 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. */
2824 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2825 { 2520 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2828 if (max_grace > 1) 2524 if (max_grace > 1)
2829 { 2525 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2527 if (over_grace > 0)
2832 { 2528 {
2860 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2861 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))
2862 op->stats.food = last_food; 2558 op->stats.food = last_food;
2863 } 2559 }
2864 } 2560 }
2561
2865 if (max_hp > 1) 2562 if (max_hp > 1)
2866 { 2563 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2565 if (over_hp > 0)
2869 { 2566 {
2893 2590
2894 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2895 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);
2896 else 2593 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2898 /* dms do not consume food */ 2596 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2598 op->stats.food--;
2901 } 2599 }
2902 }
2903 2600
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2602 {
2906 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2907 2604
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2606 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2914 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.");
2915 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2614 break;
2918 } 2615 }
2919 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2920 flesh = tmp; 2617 flesh = tmp;
2921 } /* End if paid for object */ 2618 } /* End if paid for object */
2922 } /* end of for loop */ 2619 } /* end of for loop */
2620
2923 /* 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
2924 * eat flesh instead. 2622 * eat flesh instead.
2925 */ 2623 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2625 {
2928 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.");
2929 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2930 } 2628 }
2931 } /* end if player is starving */ 2629 }
2932 2630
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2935 2633
2936 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))
2937 kill_player (op); 2635 kill_player (op);
2636 }
2938} 2637}
2939
2940
2941 2638
2942/* 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.
2943 * 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
2944 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2642 * file.
2975 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!");
2976 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...");
2977 2674
2978 /* restore player */ 2675 /* restore player */
2979 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2678 {
2983 remove_ob (tmp); 2679 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2681 }
2987 2682
2988 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2685 {
2992 remove_ob (tmp); 2686 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2688 }
2996 2689
2997 cure_disease (op, 0); /* remove any disease */ 2690 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2693 op->stats.food = 999;
3001 2694
3002 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2697 {
3006 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2699 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
3009 " 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",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2703 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
3014 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2707 }
3017 2708
3018 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2711 op->contr->braced = 0;
3025 2716
3026 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
3027 2718
3028 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
3029 { 2720 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
3039 } 2723 }
3040 else 2724 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
3050 } 2726
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2728
3053 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3054 x = op->x; 2730 x = op->x;
3055 y = op->y; 2731 y = op->y;
3056 map = op->map; 2732 map = op->map;
3057 2733
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * 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.
3063 * 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.
3064 */ 2737 */
3065 2738
3066 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2741 * of death.
3069 */ 2742 */
3070#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3072 { 2745 {
3073 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3074 /* 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
3075 more if they do. */ 2748 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2751 little bit harder. */
3079 /* GD */ 2752 /* GD */
3080 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2754 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2755 else
3086 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3087 num_stats_lose = 1; 2759 num_stats_lose = 1;
3088 } 2760
3089 lost_a_stat = 0; 2761 lost_a_stat = 0;
3090 2762
3091 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3092 { 2764 {
3093 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3094 2766
3095 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3096 { 2768 {
3097 /* 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
3098 * what he lost. 2770 * what he lost.
3099 */ 2771 */
3100 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 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);
3106 } 2790 }
3107 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3108 { 2793 {
3109 /* deplete a stat */ 2794 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3111 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3112 2797 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2798 {
3116 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3118 } 2801
3119 lose_this_stat = 1; 2802 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 if (this_stat < 0) 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)
3126 { 2808 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2809 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2811 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2812 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2813 else
3161 if (this_stat >= -50)
3162 { 2814 {
3163 change_attr_value (&(dep->stats), i, -1); 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 lost_a_stat = 1; 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"); */
3168 } 2820 }
3169 } 2821 }
3170 } 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 }
3171 } 2841 }
2842 }
2843 }
3172 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2845 if (!lost_a_stat)
3174 { 2846 {
3175 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3178 2850
3179 if (god && (strcmp (god, "none"))) 2851 if (god && (strcmp (god, "none")))
3180 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3181 else 2853 else
3182 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.");
3183 } 2855 }
3184#else 2856#else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186#endif 2858#endif
3187 2859
3188 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3189 * exp loss on the stone. 2861 * exp loss on the stone.
3190 */ 2862 */
3191 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3192 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3193 tmp->name = buf; 2865 tmp->name = buf;
3194 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3195 tmp->name_pl = buf; 2867 tmp->name_pl = buf;
3196 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3197 tmp->msg = buf; 2869 tmp->msg = buf;
3198 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3199 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3200 2872
3201 /**************************************/ 2873 /**************************************/
3202 /* */ 2874 /* */
3203 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3204 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3205 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3206 /* */ 2878 /* */
3207 /**************************************/ 2879 /**************************************/
3208 2880
3209 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2882 /* restore player */
3211 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
2885
3213 if (tmp) 2886 if (tmp)
3214 { 2887 {
3215 remove_ob (tmp); 2888 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2890 }
3219 2891
3220 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2894 if (tmp)
3223 { 2895 {
3224 remove_ob (tmp); 2896 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2898 }
3228 2899
3229 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3230 2901
3231 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3232 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3233 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3234 op->stats.food = 900; 2905 op->stats.food = 900;
3235 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3236 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3237 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3238 2909
3239 /* 2910 /*
3240 * 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
3241 * 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
3242 * in the map. 2913 * in the map.
3243 */ 2914 */
3244 2915
3245 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3246 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3247 2918
3248 /****************************************/ 2919 /****************************************/
3249 /* */ 2920 /* */
3250 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3251 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3252 /* */ 2923 /* */
3253 /****************************************/ 2924 /****************************************/
3254 2925
3255 enter_player_savebed (op); 2926 enter_player_savebed (op);
3256 2927
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2928 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2929
3263 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2933 * on the space that might harm the player.
3267 */ 2934 */
3268 will_kill_again = 0; 2935 will_kill_again = 0;
3269 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)
3270 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3271 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3272 2939
3273 if (will_kill_again) 2940 if (will_kill_again)
3274 { 2941 {
3275 object *force; 2942 object *force;
3276 int at; 2943 int at;
3277 2944
3278 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3279 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3280 force->speed = 0.1; 2947 force->speed = 0.1;
3281 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3282 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3283 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3284 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3285 force->resist[at] = 100; 2952 force->resist[at] = 100;
3286 2953
3287 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3288 fix_player (op); 2955 op->update_stats ();
3289 2956
3290 } 2957 }
3291 2958
3292 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3293 return;
3294 } /* NOT_PERMADETH */
3295 else
3296 {
3297 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3298 * should probably be embedded in an else statement.
3299 */
3300
3301 op->contr->party = NULL;
3302 if (settings.set_title == TRUE)
3303 op->contr->own_title[0] = '\0';
3304 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3305 check_score (op);
3306 if (op->contr->ranges[range_golem] != NULL)
3307 {
3308 remove_friendly_object (op->contr->ranges[range_golem]);
3309 remove_ob (op->contr->ranges[range_golem]);
3310 free_object (op->contr->ranges[range_golem]);
3311 op->contr->ranges[range_golem] = NULL;
3312 op->contr->golem_count = 0;
3313 }
3314 loot_object (op); /* Remove some of the items for good */
3315 remove_ob (op);
3316 op->direction = 0;
3317
3318 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3319 {
3320 delete_character (op->name, 0);
3321 if (settings.resurrection == TRUE)
3322 {
3323 /* save playerfile sans equipment when player dies
3324 ** then save it as player.pl.dead so that future resurrection
3325 ** type spells will work on them nicely
3326 */
3327 delete_character (op->name, 0);
3328 op->stats.hp = op->stats.maxhp;
3329 op->stats.food = 999;
3330
3331 /* set the location of where the person will reappear when */
3332 /* maybe resurrection code should fix map also */
3333 strcpy (op->contr->maplevel, settings.emergency_mapname);
3334 if (op->map != NULL)
3335 op->map = NULL;
3336 op->x = settings.emergency_x;
3337 op->y = settings.emergency_y;
3338 save_player (op, 0);
3339 op->map = map;
3340 /* please see resurrection.c: peterm */
3341 dead_player (op);
3342 }
3343 else
3344 delete_character (op->name, 1);
3345 }
3346
3347 play_again (op);
3348
3349 /* peterm: added to create a corpse at deathsite. */
3350 tmp = arch_to_object (archetype::find ("corpse_pl"));
3351 sprintf (buf, "%s", &op->name);
3352 tmp->name = tmp->name_pl = buf;
3353 tmp->level = op->level;
3354 tmp->x = x;
3355 tmp->y = y;
3356 tmp->msg = gravestone_text (op);
3357 SET_FLAG (tmp, FLAG_UNIQUE);
3358 insert_ob_in_map (tmp, map, NULL, 0);
3359 }
3360} 2960}
3361
3362 2961
3363void 2962void
3364loot_object (object *op) 2963loot_object (object *op)
3365{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3366 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3367 2966
3368 if (op->container) 2967 if (op->container)
3369 { /* close open sack first */
3370 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3371 }
3372 2969
3373 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3374 { 2971 {
3375 next = tmp->below; 2972 next = tmp->below;
3376 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3377 continue; 2975 continue;
3378 remove_ob (tmp); 2976
2977 tmp->remove ();
3379 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3380 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3381 { /* empty container to ground */ 2980 { /* empty container to ground */
3382 loot_object (tmp); 2981 loot_object (tmp);
3383 } 2982 }
3384 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)))
3385 { 2984 {
3386 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
3387 { 2986 {
3388 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3389 free_object (tmp2); 2988 tmp2->destroy ();
3390 insert_ob_in_map (tmp, op->map, NULL, 0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
3391 } 2990 }
3392 else 2991 else
3393 free_object (tmp); 2992 tmp->destroy ();
3394 } 2993 }
3395 else 2994 else
3396 insert_ob_in_map (tmp, op->map, NULL, 0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
3397 } 2996 }
3398} 2997}
3404 */ 3003 */
3405 3004
3406void 3005void
3407fix_weight (void) 3006fix_weight (void)
3408{ 3007{
3409 player *pl; 3008 for_all_players (pl)
3410
3411 for (pl = first_player; pl != NULL; pl = pl->next)
3412 { 3009 {
3413 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3414 3011
3415 if (old == sum) 3012 if (old == sum)
3416 continue; 3013 continue;
3417 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3418 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);
3419 } 3016 }
3420} 3017}
3421 3018
3422void 3019void
3423fix_luck (void) 3020fix_luck (void)
3424{ 3021{
3425 player *pl; 3022 for_all_players (pl)
3426
3427 for (pl = first_player; pl != NULL; pl = pl->next)
3428 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3429 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3430} 3025}
3431
3432 3026
3433/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3434 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3435 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3436 */ 3030 */
3437
3438void 3031void
3439cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3440{ 3033{
3441 object *skop, *spob; 3034 object *skop, *spob;
3442 3035
3463 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3464 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);
3465 3058
3466 cast_spell (op, throw_ob, dir, spob, NULL); 3059 cast_spell (op, throw_ob, dir, spob, NULL);
3467 3060
3468 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3061 throw_ob->destroy ();
3469 remove_ob (throw_ob);
3470 free_object (throw_ob);
3471} 3062}
3472 3063
3473void 3064void
3474make_visible (object *op) 3065make_visible (object *op)
3475{ 3066{
3489 object *tmp = NULL; 3080 object *tmp = NULL;
3490 3081
3491 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3492 return 1; 3083 return 1;
3493 3084
3494 if (op->type == PLAYER)
3495 for (tmp = op->inv; tmp; tmp = tmp->below)
3496 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3497 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3498 return 1;
3499 return 0; 3085 return 0;
3500} 3086}
3501 3087
3502/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3503 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3559 3145
3560 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3561 3147
3562 /* 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! */
3563 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3564 {
3565 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3566 { 3151 {
3567 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!");
3568 make_visible (op); 3153 make_visible (op);
3569 return; 3154 return;
3570 } 3155 }
3571 else 3156 else
3572 num += 20; 3157 num += 20;
3573 } 3158
3574 num += op->map->difficulty; 3159 num += op->map->difficulty;
3575 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3576 num -= hide; 3161 num -= hide;
3162
3577 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3578 { 3164 {
3579 make_visible (op); 3165 make_visible (op);
3580 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3581 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!");
3582 } 3168 }
3583 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3584 {
3585 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);
3586 }
3587} 3171}
3588 3172
3589/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3590 3174
3591int 3175int
3618 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3619 continue; 3203 continue;
3620 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)))
3621 continue; 3205 continue;
3622 3206
3623 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)
3624 { 3208 {
3625 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))
3626 return 1; 3210 return 1;
3627 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3628 { 3212 {
3658 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3659 { 3243 {
3660 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3661 return -1; 3245 return -1;
3662 } 3246 }
3247
3663 if (!pl || !op) 3248 if (!pl || !op)
3664 return 0; 3249 return 0;
3665 3250
3666 if (op->head)
3667 {
3668 op = op->head; 3251 op = op->head_ ();
3669 } 3252
3670 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3671 3254
3672 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3673 * through the object and find if it has any 3256 * through the object and find if it has any
3674 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3682 3265
3683 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3684 * 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
3685 * for any meaningful values. 3268 * for any meaningful values.
3686 */ 3269 */
3687 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3688 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3689 !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)])
3690 return 1; 3273 return 1;
3691 op = op->more; 3274 op = op->more;
3692 } 3275 }
3693 return 0; 3276 return 0;
3694} 3277}
3804 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3805 return; 3388 return;
3806 3389
3807 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++);
3808 3391
3809 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3810 { 3393 {
3811 /* 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]); */
3812 return; 3395 return;
3813 } 3396 }
3814 3397
3880 { 3463 {
3881 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3882 object *skin; 3465 object *skin;
3883 3466
3884 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3885 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3886 if (skin == NULL) 3472 if (!skin)
3887 return; 3473 return;
3888 3474
3889 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3890 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3891 { 3477 {
3936 * not readied. 3522 * not readied.
3937 */ 3523 */
3938void 3524void
3939player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3940{ 3526{
3941 rangetype i;
3942
3943 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))
3944 {
3945 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3946 { 3529 {
3947 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3948 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3949 {
3950 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3951 }
3952 } 3533 }
3953 }
3954} 3534}

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