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Comparing deliantra/server/server/player.C (file contents):
Revision 1.20 by root, Tue Sep 12 17:54:41 2006 UTC vs.
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
285 p->title[sizeof (p->title) - 1] = '\0';
286 op->race = op->arch->clone.race;
287
288 CLEAR_FLAG (op, FLAG_READY_SKILL);
289
290 /* we need to clear these to -1 and not zero - otherwise,
291 * if a player quits and starts a new character, we wont
292 * send new values to the client, as things like exp start
293 * at zero.
294 */
295 for (i = 0; i < NUM_SKILLS; i++)
296 {
297 p->last_skill_exp[i] = -1;
298 p->last_skill_ob[i] = NULL;
299 }
300 for (i = 0; i < NROFATTACKS; i++)
301 {
302 p->last_resist[i] = -1;
303 }
304 p->last_stats.exp = -1;
305 p->last_weight = (uint32) - 1;
306
307 p->socket.update_look = 0;
308 p->socket.look_position = 0;
309 return p;
310}
311
312/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
313static void 154static void
314set_first_map (object *op) 155set_first_map (object *op)
315{ 156{
316 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
317 op->x = -1; 158 op->x = -1;
318 op->y = -1; 159 op->y = -1;
319 enter_exit (op, NULL);
320} 160}
321 161
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 ob->container = 0; //TODO: client-specific
219
220 ns->update_look = 0;
221 ns->look_position = 0;
222
223 clear_los (ob);
224
225 ns->reset_stats ();
226
227 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race;
230
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250
251 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob))
253 {
254 object *tmp, *abil = 0, *skin = 0;
255
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force)
262 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force)
264 skin = tmp;
265
266 set_dragon_name (ob, abil, skin);
267 }
268
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270
271 esrv_new_player (this, ob->weight + ob->carrying);
272
273 ob->update_stats ();
274 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 this->ns = 0;
302 }
303
304 ob->container = 0; //TODO: client-specific
305 deactivate ();
306}
307
308// the need for this function can be explained
309// by load_object not returning the object
310void
311player::set_object (object *op)
312{
313 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */
315
316 ob->speed_left = 0.5;
317 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323}
324
325player::player ()
326{
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 16; /* Every 2 seconds */
331 outputs_count = 8; /* Keeps present behaviour */
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal;
339 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers;
342 peaceful = 1; /* default peaceful */
343 do_los = 1;
344}
345
346void
347player::do_destroy ()
348{
349 disconnect ();
350
351 attachable::do_destroy ();
352
353 if (ob)
354 {
355 ob->destroy_inv (false);
356 ob->destroy ();
357 }
358}
359
360player::~player ()
361{
362 /* Clear item stack */
363 free (stack_items);
364}
365
322/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
323 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
324 * mode. 368 * mode.
325 */ 369 */
326
327int
328add_player (NewSocket * ns)
329{
330 player *p; 370player *
371player::create ()
372{
373 player *pl = new player;
331 374
332 p = get_player (NULL); 375 pl->set_object (arch_to_object (get_player_archetype (0)));
333 p->socket = *ns;
334 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
338 /* Needed because the socket we just copied over needs to be cleared.
339 * Note that this can result in a client reset if there is partial data
340 * on the uncoming socket.
341 */
342 p->socket.inbuf.len = 0;
343 set_first_map (p->ob); 376 set_first_map (pl->ob);
344 377
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351 return 0; 378 return pl;
352} 379}
353 380
354/* 381/*
355 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
365 { 392 {
366 if (at == NULL || at->next == NULL) 393 if (at == NULL || at->next == NULL)
367 at = first_archetype; 394 at = first_archetype;
368 else 395 else
369 at = at->next; 396 at = at->next;
397
370 if (at->clone.type == PLAYER) 398 if (at->clone.type == PLAYER)
371 return at; 399 return at;
400
372 if (at == start) 401 if (at == start)
373 { 402 {
374 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 404 exit (-1);
376 } 405 }
377 } 406 }
378} 407}
379 408
380
381object * 409object *
382get_nearest_player (object *mon) 410get_nearest_player (object *mon)
383{ 411{
384 object *op = NULL; 412 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 413 objectlink *ol;
387 unsigned lastdist; 414 unsigned lastdist;
388 rv_vector rv; 415 rv_vector rv;
389 416
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 418 {
392 /* We should not find free objects on this friendly list, but it 419 /* We should not find free objects on this friendly list, but it
393 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 426 object *tmp = ol->ob;
400 427
401 /* Can't do much more other than log the fact, because the object 428 /* Can't do much more other than log the fact, because the object
402 * itself will have been cleared. 429 * itself will have been cleared.
403 */ 430 */
404 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
405 ol = ol->next; 433 ol = ol->next;
406 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
407 if (!ol) 435 if (!ol)
408 return op; 436 return op;
409 } 437 }
422 { 450 {
423 op = ol->ob; 451 op = ol->ob;
424 lastdist = rv.distance; 452 lastdist = rv.distance;
425 } 453 }
426 } 454 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 455
428 { 456 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
433 { 459 {
434 op = pl->ob; 460 op = pl->ob;
435 lastdist = rv.distance; 461 lastdist = rv.distance;
436 } 462 }
437 } 463
438 }
439#if 0 464#if 0
440 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
441#endif 466#endif
442 return op; 467 return op;
443} 468}
461 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 488 * is probably not a good thing.
464 */ 489 */
465#define MAX_SPACES 50 490#define MAX_SPACES 50
466
467 491
468/* 492/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
490path_to_player (object *mon, object *pl, unsigned mindiff) 514path_to_player (object *mon, object *pl, unsigned mindiff)
491{ 515{
492 rv_vector rv; 516 rv_vector rv;
493 sint16 x, y; 517 sint16 x, y;
494 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 518 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
495 mapstruct *m, *lastmap; 519 maptile *m, *lastmap;
496 520
497 get_rangevector (mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
498 522
499 if (rv.distance < mindiff) 523 if (rv.distance < mindiff)
500 return 0; 524 return 0;
644 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
647 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
648 { 672 {
649 remove_ob (op); 673 op->destroy ();
650 free_object (op);
651 continue; 674 continue;
652 } 675 }
653 } 676 }
654 677
655 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
667 break; 690 break;
668 691
669 if (tmp) 692 if (tmp)
670 { 693 {
671 remove_ob (op); 694 op->destroy ();
672 free_object (op);
673 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
674 continue; 696 continue;
675 } 697 }
698
676 if (op->nrof > 1) 699 if (op->nrof > 1)
677 op->nrof = 1; 700 op->nrof = 1;
678 } 701 }
679 702
680 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 717 }
695 if (op->type == SPELL) 718 if (op->type == SPELL)
696 { 719 {
697 remove_ob (op); 720 op->destroy ();
698 free_object (op);
699 continue; 721 continue;
700 } 722 }
701 else if (op->type == SKILL) 723 else if (op->type == SKILL)
702 { 724 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
713 link_player_skills (pl); 735 link_player_skills (pl);
714} 736}
715 737
716void 738void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->free (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
801{ 740{
802 if (party == NULL) 741 if (party == NULL)
803 { 742 {
804 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
805 return; 744 return;
806 } 745 }
746
807 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
810 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
811} 751}
812
813 752
814/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
815int 754static int
816roll_stat (void) 755roll_stat (void)
817{ 756{
818 int a[4], i, j, k; 757 int a[4], i, j, k;
819 758
820 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
823 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 763 if (a[i] < k)
825 k = a[i], j = i; 764 k = a[i], j = i;
826 765
827 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 767 if (i != j)
830 k += a[i]; 768 k += a[i];
831 } 769
832 return k; 770 return k;
833} 771}
834 772
835void 773void
836roll_stats (object *op) 774object::roll_stats ()
837{ 775{
838 int sum = 0;
839 int i = 0, j = 0;
840 int statsort[7]; 776 int statsort [7];
841 777
842 do 778 for (;;)
843 {
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 } 779 {
853 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
854 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
855 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 790
864 /* a quick and dirty bubblesort? */
865 do
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880
881 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
882 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
883 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
884 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
885 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
888 798
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 799 stats.exp = 0;
900 op->stats.ac = 0; 800 stats.ac = 0;
901 801
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
909 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
910 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
911} 814}
912 815
913void 816void
914Roll_Again (object *op) 817object::swap_stats (int a, int b)
915{ 818{
916 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
918 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
919}
920 822
921void 823 stats.Str = contr->orig_stats.Str;
922Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
923{ 855{
924 signed char tmp;
925 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
926 857
927 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 862}
1042 863
1043/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1047 * not the class. 868 * not the class.
1048 */ 869 */
1049
1050int 870int
1051key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1052{ 872{
1053 int tmp_loop; 873 int tmp_loop;
1054 874
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1062 { 876 {
1063 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1064 878
1065 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
881
1067 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
1068 885
1069 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1071 888
1072 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1073 890
1074 if (op->msg) 891 if (op->msg)
1075 op->msg = NULL; 892 op->msg = NULL;
1076 893
1077 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1078 * to save here. 895 * to save here.
1079 */ 896 */
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1081 make_path_to_file (buf); 898 make_path_to_file (buf);
1082 899
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 900 start_info (op);
1087 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1089 link_player_skills (op); 903 link_player_skills (op);
1090 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1091 fix_player (op); 905 op->update_stats ();
1092 906
1093 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1094 * is one for this race 908 * is one for this race
1095 */ 909 */
1096 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1097 { 911 {
1098 object *tmp; 912 object *tmp;
1099 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1100 914
1101 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1102 tmp = get_object (); 916 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1106 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1107 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1108 * default initial map */ 922 * default initial map */
1109 free_object (tmp); 923 tmp->destroy ();
1110 } 924 }
1111 else 925 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 927
1115 return 0; 928 return 0;
1116 } 929 }
1117 930
1118 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1123 while (!tmp_loop) 936 while (!tmp_loop)
1124 { 937 {
1125 shstr name = op->name; 938 shstr name = op->name;
1126 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1127 940
1128 remove_statbonus (op); 941 op->remove_statbonus ();
1129 remove_ob (op); 942 op->remove ();
1130 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1131 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1132 op->instantiate (); 945 op->instantiate ();
1133 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1134 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1135 op->x = x; 948 op->x = x;
1136 op->y = y; 949 op->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1139 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 952 assign (op->contr->title, op->arch->clone.name);
1140 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1141 add_statbonus (op); 953 op->add_statbonus ();
1142 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1143 } 955 }
1144 956
1145 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1146 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1147 fix_player (op); 959 op->update_stats ();
1148 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1149 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1150 op->stats.grace = 0; 962 op->stats.grace = 0;
963
1151 if (op->msg) 964 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 968 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 969}
1205 970
1206void 971void
1207flee_player (object *op) 972flee_player (object *op)
1208{ 973{
1238 { 1003 {
1239 op->enemy = NULL; 1004 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1006 return;
1242 } 1007 }
1008
1243 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1244 1010
1245 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1247 { 1013 {
1248 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1249 1015
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1017 return;
1253 }
1254 } 1018 }
1019
1255 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1022 op->enemy = NULL;
1258} 1023}
1259 1024
1264 */ 1029 */
1265int 1030int
1266check_pick (object *op) 1031check_pick (object *op)
1267{ 1032{
1268 object *tmp, *next; 1033 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1034 int stop = 0;
1271 int j, k, wvratio; 1035 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1036 char putstring[128], tmpstr[16];
1273 1037
1274
1275 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1277 return 1; 1040 return 1;
1278 1041
1279 op_tag = op->count;
1280
1281 next = op->below; 1042 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1043
1285 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1045 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1288 { 1047 {
1289 tmp = next; 1048 tmp = next;
1290 next = tmp->below; 1049 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1050
1294 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1295 return 0; 1052 return 0;
1296 1053
1297 if (!can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1298 continue; 1055 continue;
1299 1056
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1112 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1117 }
1118
1389 /* philosophy: 1119 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1124 * example.
1395 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1161 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1162 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1163 if (tmp->type == FOOD)
1434 { 1164 {
1435 pick_up (op, tmp); 1165 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1166 continue;
1439 } 1167 }
1168
1440 if (op->contr->mode & PU_DRINK) 1169 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1171 {
1443 pick_up (op, tmp); 1172 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1173 continue;
1447 } 1174 }
1448 1175
1449 if (op->contr->mode & PU_POTION) 1176 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1177 if (tmp->type == POTION)
1451 { 1178 {
1452 pick_up (op, tmp); 1179 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1180 continue;
1456 } 1181 }
1457 1182
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1183 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1184 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1185 if (tmp->type == SPELLBOOK)
1461 { 1186 {
1462 pick_up (op, tmp); 1187 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1188 continue;
1466 } 1189 }
1190
1467 if (op->contr->mode & PU_SKILLSCROLL) 1191 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1192 if (tmp->type == SKILLSCROLL)
1469 { 1193 {
1470 pick_up (op, tmp); 1194 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1195 continue;
1474 } 1196 }
1197
1475 if (op->contr->mode & PU_READABLES) 1198 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1200 {
1478 pick_up (op, tmp); 1201 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1202 continue;
1482 } 1203 }
1483 1204
1484 /* wands/staves/rods/horns */ 1205 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1208 {
1488 pick_up (op, tmp); 1209 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1210 continue;
1492 } 1211 }
1493 1212
1494 /* pick up all magical items */ 1213 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1214 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1216 {
1498 pick_up (op, tmp); 1217 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1218 continue;
1502 } 1219 }
1503 1220
1504 if (op->contr->mode & PU_VALUABLES) 1221 if (op->contr->mode & PU_VALUABLES)
1505 { 1222 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1223 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1224 {
1508 pick_up (op, tmp); 1225 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1226 continue;
1512 } 1227 }
1513 } 1228 }
1514 1229
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1230 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1231 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1232 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1233 {
1519 pick_up (op, tmp); 1234 pick_up (op, tmp);
1235 continue;
1520 if (0) 1236 }
1521 fprintf (stderr, "JEWELS\n"); 1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1522 continue; 1243 continue;
1523 } 1244 }
1524 1245
1525 /* bows and arrows. Bows are good for selling! */ 1246 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1247 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1248 if (tmp->type == BOW)
1528 { 1249 {
1529 pick_up (op, tmp); 1250 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1251 continue;
1533 } 1252 }
1253
1534 if (op->contr->mode & PU_ARROW) 1254 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1255 if (tmp->type == ARROW)
1536 { 1256 {
1537 pick_up (op, tmp); 1257 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1258 continue;
1541 } 1259 }
1542 1260
1543 /* all kinds of armor etc. */ 1261 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1262 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1263 if (tmp->type == ARMOUR)
1546 { 1264 {
1547 pick_up (op, tmp); 1265 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1266 continue;
1551 } 1267 }
1268
1552 if (op->contr->mode & PU_HELMET) 1269 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1270 if (tmp->type == HELMET)
1554 { 1271 {
1555 pick_up (op, tmp); 1272 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1273 continue;
1559 } 1274 }
1275
1560 if (op->contr->mode & PU_SHIELD) 1276 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1277 if (tmp->type == SHIELD)
1562 { 1278 {
1563 pick_up (op, tmp); 1279 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1280 continue;
1567 } 1281 }
1282
1568 if (op->contr->mode & PU_BOOTS) 1283 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1284 if (tmp->type == BOOTS)
1570 { 1285 {
1571 pick_up (op, tmp); 1286 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1287 continue;
1575 } 1288 }
1289
1576 if (op->contr->mode & PU_GLOVES) 1290 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1291 if (tmp->type == GLOVES)
1578 { 1292 {
1579 pick_up (op, tmp); 1293 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1294 continue;
1583 } 1295 }
1296
1584 if (op->contr->mode & PU_CLOAK) 1297 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1298 if (tmp->type == CLOAK)
1586 { 1299 {
1587 pick_up (op, tmp); 1300 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1301 continue;
1591 } 1302 }
1592 1303
1593 /* hoping to catch throwing daggers here */ 1304 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1305 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1307 {
1597 pick_up (op, tmp); 1308 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1309 continue;
1601 } 1310 }
1602 1311
1603 /* careful: chairs and tables are weapons! */ 1312 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1313 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1316 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1319 {
1611 pick_up (op, tmp); 1320 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1321 continue;
1615 } 1322 }
1616 } 1323 }
1324
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1325 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1326 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1328 {
1621 pick_up (op, tmp); 1329 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1330 continue;
1625 } 1331 }
1626 } 1332 }
1627 } 1333 }
1628 1334
1629 /* misc stuff that's useful */ 1335 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1336 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1338 {
1633 pick_up (op, tmp); 1339 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1340 continue;
1637 } 1341 }
1638 1342
1639 /* any of the last 4 bits set means we use the ratio for value 1343 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1344 * pickups */
1662 continue; 1366 continue;
1663 } 1367 }
1664 } 1368 }
1665 } /* the new pickup model */ 1369 } /* the new pickup model */
1666 } 1370 }
1371
1667 return !stop; 1372 return !stop;
1668} 1373}
1669 1374
1670/* 1375/*
1671 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1770 1475
1771object * 1476object *
1772pick_arrow_target (object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1773{ 1478{
1774 object *tmp = NULL; 1479 object *tmp = NULL;
1775 mapstruct *m; 1480 maptile *m;
1776 int i, mflags, found, number; 1481 int i, mflags, found, number;
1777 sint16 x, y; 1482 sint16 x, y;
1778 1483
1779 if (op->map == NULL) 1484 if (op->map == NULL)
1780 return find_arrow (op, type); 1485 return find_arrow (op, type);
1840 */ 1545 */
1841int 1546int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1548{
1844 object *left, *bow; 1549 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1550 int bowspeed, mflags;
1847 mapstruct *m; 1551 maptile *m;
1848 1552
1849 if (!dir) 1553 if (!dir)
1850 { 1554 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1556 return 0;
1853 } 1557 }
1558
1854 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1856 else 1561 else
1857 { 1562 {
1858 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1866 { 1571 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1573 return 0;
1869 } 1574 }
1870 } 1575 }
1576
1871 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1872 { 1578 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1580 return 0;
1875 } 1581 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1584
1879 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1882 if (bowspeed < 1) 1589 if (bowspeed < 1)
1883 bowspeed = 1; 1590 bowspeed = 1;
1884 1591
1885 if (arrow == NULL) 1592 if (arrow == NULL)
1886 { 1593 {
1892 else 1599 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1601 return 0;
1895 } 1602 }
1896 } 1603 }
1604
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1607 return 0;
1901 } 1608
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1610 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1612 return 0;
1906 } 1613 }
1907 1614
1908 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1616 if (arrow->nrof == 0)
1910 { 1617 {
1911 remove_ob (arrow); 1618 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1619 return 0;
1914 } 1620 }
1915 1621
1916 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1624 if (!arrow)
1920 { 1625 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1627 return 0;
1923 } 1628 }
1924 set_owner (arrow, op); 1629
1630 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1632 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1633
1931 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1932 { 1635 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1637 op->update_stats ();
1935 } 1638 }
1936 1639
1937 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1943 1646
1944 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1946 */ 1649 */
1947 1650
1949 1652
1950 /* update the speed */ 1653 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1656
1954 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1958 1659
1959 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1960 { 1661 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1667 }
1967 else 1668 else
1968 { 1669 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1671 arrow->level = op->level;
1972 } 1672 }
1673
1973 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1975 if (bow->slaying != NULL) 1677 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1977 1679
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1682
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1685
1986 if (!was_destroyed (arrow, tag)) 1686 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1687 move_arrow (arrow);
1988 1688
1989 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1990 { 1690 {
1991 if (was_destroyed (left, left_tag)) 1691 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1993 else 1693 else
1994 esrv_send_item (op, left); 1694 esrv_send_item (op, left);
1995 } 1695 }
1696
1996 return 1; 1697 return 1;
1997} 1698}
1998 1699
1999/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1701 * account the special fire modes players can have
2014 } 1715 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1717 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1719 wcmod = -1;
1720
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1722 }
2021 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
2022 { 1724 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2093 1795
2094 if (item->arch) 1796 if (item->arch)
2095 { 1797 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2098 item->speed = 0; 1800 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1801 }
1802
2101 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1805 }
2104 } 1806 }
2105 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1808 drain_rod_charge (item);
2108 }
2109 } 1809 }
2110} 1810}
2111 1811
2112/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2113 */ 1813 */
2136 case range_misc: 1836 case range_misc:
2137 fire_misc_object (op, dir); 1837 fire_misc_object (op, dir);
2138 return; 1838 return;
2139 1839
2140 case range_golem: /* Control summoned monsters from scrolls */ 1840 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1842 {
2143 op->contr->ranges[range_golem] = NULL; 1843 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1844 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1845 }
2147 else 1846 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1847 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1848 return;
2150 1849
2153 { 1852 {
2154 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return; 1855 return;
2157 } 1856 }
1857
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return; 1859 return;
2160 case range_builder: 1860 case range_builder:
2161 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2162 return; 1862 return;
2163 default: 1863 default:
2257 * 0 otherwise 1957 * 0 otherwise
2258 */ 1958 */
2259static int 1959static int
2260player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2261{ 1961{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* If its a door, try to find a use a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1963 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2266 */ 1965 */
2267 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2309 */ 2008 */
2310
2311void 2009void
2312move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2313{ 2011{
2314 object *tmp, *mon; 2012 object *tmp, *mon;
2315 sint16 nx, ny; 2013 sint16 nx, ny;
2316 int on_battleground; 2014 int on_battleground;
2317 mapstruct *m; 2015 maptile *m;
2318 2016
2319 nx = freearr_x[dir] + op->x; 2017 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2018 ny = freearr_y[dir] + op->y;
2321 2019
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2323 2021
2324 /* If braced, or can't move to the square, and it is not out of the 2022 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2023 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2024 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2332 */ 2030 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2032 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2034 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2338 if (!m) 2036 if (!m)
2339 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2340 } 2038 }
2341 else 2039 else
2342 m = op->map; 2040 m = op->map;
2343 2041
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2043 return;
2348 }
2349 2044
2350 mon = NULL; 2045 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2046 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2047 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2048 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2049 * on the space
2355 */ 2050 */
2356 while (tmp != NULL) 2051 while (tmp)
2357 { 2052 {
2358 if (tmp == op) 2053 if (tmp == op)
2359 { 2054 {
2360 tmp = tmp->above; 2055 tmp = tmp->above;
2361 continue; 2056 continue;
2362 } 2057 }
2058
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2060 {
2365 mon = tmp; 2061 mon = tmp;
2366 break; 2062 break;
2367 } 2063 }
2064
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2066 mon = tmp;
2067
2370 tmp = tmp->above; 2068 tmp = tmp->above;
2371 } 2069 }
2372 2070
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2072 return; /* into a wall */
2375 2073
2376 if (mon->head != NULL) 2074 if (mon->head)
2377 mon = mon->head; 2075 mon = mon->head;
2378 2076
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2381 return; 2079 return;
2393 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2394 */ 2092 */
2395 if ((op->type == PLAYER) 2093 if ((op->type == PLAYER)
2396#if COZY_SERVER 2094#if COZY_SERVER
2397 && 2095 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2096 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2098#else
2401 && get_owner (mon) == op 2099 && mon->owner == op
2402#endif 2100#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2102 {
2405 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2104 if (op->contr->braced)
2407 return; 2105 return;
2106
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2110 make_visible (op);
2111
2412 return; 2112 return;
2413 } 2113 }
2414 2114
2415 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2118 * attack them either.
2419 */ 2119 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2123 (op->contr->peaceful
2424 || (mon->type == PLAYER 2124 || (mon->type == PLAYER
2425 && mon->contr-> 2125 && mon->contr->
2426 peaceful)) && 2126 peaceful)) &&
2427#else 2127#else
2428 op->contr->peaceful && 2128 op->contr->peaceful &&
2429#endif 2129#endif
2430 !on_battleground)) 2130 !on_battleground))
2431 { 2131 {
2432 if (!op->contr->braced) 2132 if (!op->contr->braced)
2433 { 2133 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2436 } 2136 }
2437 else 2137 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2139
2441 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2141 make_visible (op);
2443 } 2142 }
2444 2143
2445 /* If the object is a boulder or other rollable object, then 2144 /* If the object is a boulder or other rollable object, then
2456 * Way it works is like this: First, it must have some hit points 2155 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2157 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2158 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2159 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2162 {
2465 2163
2466 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2172
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2174 }
2477 2175
2478 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2479 2177
2480 /* If attacking another player, that player gets automatic 2178 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2179 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2180 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2181 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2184 {
2487 short luck = mon->stats.luck; 2185 short luck = mon->stats.luck;
2488 2186
2489 mon->contr->has_hit = 1; 2187 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2188 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2189 mon->stats.luck = luck;
2492 } 2190 }
2191
2493 if (action_makes_visible (op)) 2192 if (action_makes_visible (op))
2494 make_visible (op); 2193 make_visible (op);
2495 } 2194 }
2496 } /* if player should attack something */ 2195 } /* if player should attack something */
2497} 2196}
2499int 2198int
2500move_player (object *op, int dir) 2199move_player (object *op, int dir)
2501{ 2200{
2502 int pick; 2201 int pick;
2503 2202
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2204 return 0;
2506 2205
2507 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2509 { 2208 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2210 return 0;
2512 } 2211 }
2513 2212
2514 /* peterm: added following line */ 2213 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2517 2216
2518 op->facing = dir; 2217 op->facing = dir;
2519 2218
2532 2231
2533 /* Add special check for newcs players and fire on - this way, the 2232 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2233 * server can handle repeat firing.
2535 */ 2234 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2235 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2236 op->direction = dir;
2539 }
2540 else 2237 else
2541 {
2542 op->direction = 0; 2238 op->direction = 0;
2543 } 2239
2544 /* Update how the player looks. Use the facing, so direction may 2240 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2241 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2242 * for players.
2547 */ 2243 */
2548 animate_object (op, op->facing); 2244 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2289 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that 2290 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so 2291 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer. 2292 * put this in a a workaround to clean up the golem pointer.
2597 */ 2293 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2296
2605 /* call this here - we also will call this in do_ericserver, but 2297 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2299 * called, so we recheck it here.
2608 */ 2300 */
2609 HandleClient (&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2302 return 1;
2303
2610 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2611 return 0; 2305 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2307 {
2615 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2309 op->speed_left--;
2617 2310
2618 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2312 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2621 */ 2314 */
2622 move_player (op, op->direction); 2315 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2316
2624 return 1; 2317 return op->speed_left > 0;
2625 else 2318 }
2626 return 0;
2627 } 2319 }
2320
2628 return 0; 2321 return 0;
2629} 2322}
2630 2323
2631int 2324int
2632save_life (object *op) 2325save_life (object *op)
2633{ 2326{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2328 return 0;
2638 2329
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2332 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2335
2644 if (op->contr) 2336 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2338
2647 free_object (tmp); 2339 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2649 if (op->stats.hp < 0) 2342 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2651 if (op->stats.food < 0) 2345 if (op->stats.food < 0)
2652 op->stats.food = 999; 2346 op->stats.food = 999;
2653 fix_player (op); 2347
2348 op->update_stats ();
2654 return 1; 2349 return 1;
2655 } 2350 }
2351
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2355 return 0;
2660} 2356}
2669{ 2365{
2670 object *next; 2366 object *next;
2671 2367
2672 while (op) 2368 while (op)
2673 { 2369 {
2674 next = op->below; /* Make sure we have a good value, in case 2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2371
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2373 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2685 } 2378 }
2686 else if (op->inv) 2379 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2688 op = next; 2382 op = next;
2689 } 2383 }
2690} 2384}
2691
2692 2385
2693/* 2386/*
2694 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2403 else
2711 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2407 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2409 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2410 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2414 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2721 { 2416 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2419 strcat (buf2, buf);
2725 } 2420 }
2421
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2729 return buf2; 2426 return buf2;
2730} 2427}
2731
2732
2733 2428
2734void 2429void
2735do_some_living (object *op) 2430do_some_living (object *op)
2736{ 2431{
2737 int last_food = op->stats.food; 2432 int last_food = op->stats.food;
2746 const int max_grace = 1; 2441 const int max_grace = 1;
2747 2442
2748 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2749 { 2444 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2448 }
2754 2449
2755 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2756 { 2451 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2456 else
2763 { 2457 {
2764 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2460 }
2461
2767 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2464 else
2770 { 2465 {
2771 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2468 }
2469
2774 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2472 else
2777 { 2473 {
2778 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2492 op->stats.food = last_food;
2797 } 2493 }
2798 } 2494 }
2495
2799 if (max_sp > 1) 2496 if (max_sp > 1)
2800 { 2497 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2499 if (over_sp > 0)
2803 { 2500 {
2804 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2805 { 2502 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2506 op->stats.sp--;
2507
2809 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2811 } 2510 }
2812 op->last_sp = 0; 2511 op->last_sp = 0;
2813 } 2512 }
2814 else 2513 else
2815 {
2816 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);
2817 }
2818 } 2515 }
2819 else 2516 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2518 }
2824 2519
2825 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2828 { 2523 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2831 if (max_grace > 1) 2527 if (max_grace > 1)
2832 { 2528 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2530 if (over_grace > 0)
2835 { 2531 {
2863 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2561 op->stats.food = last_food;
2866 } 2562 }
2867 } 2563 }
2564
2868 if (max_hp > 1) 2565 if (max_hp > 1)
2869 { 2566 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2568 if (over_hp > 0)
2872 { 2569 {
2896 2593
2897 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2596 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2901 /* dms do not consume food */ 2599 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2601 op->stats.food--;
2904 } 2602 }
2905 }
2906 2603
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2605 {
2909 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2910 2607
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2609 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2617 break;
2921 } 2618 }
2922 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2923 flesh = tmp; 2620 flesh = tmp;
2924 } /* End if paid for object */ 2621 } /* End if paid for object */
2925 } /* end of for loop */ 2622 } /* end of for loop */
2623
2926 /* If player is still starving, it means they don't have any food, so 2624 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2625 * eat flesh instead.
2928 */ 2626 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2628 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2933 } 2631 }
2934 } /* end if player is starving */ 2632 }
2935 2633
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2938 2636
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2638 kill_player (op);
2639 }
2941} 2640}
2942
2943
2944 2641
2945/* If the player should die (lack of hp, food, etc), we call this. 2642/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2643 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2645 * file.
2952{ 2649{
2953 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2954 int x, y; 2651 int x, y;
2955 2652
2956 //int i; 2653 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2654 maptile *map; /* this is for resurrection */
2958 2655
2959 /* int z; 2656 /* int z;
2960 int num_stats_lose; 2657 int num_stats_lose;
2961 int lost_a_stat; 2658 int lost_a_stat;
2962 int lose_this_stat; 2659 int lose_this_stat;
2977 { 2674 {
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2677
2981 /* restore player */ 2678 /* restore player */
2982 at = find_archetype ("poisoning"); 2679 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2681 {
2986 remove_ob (tmp); 2682 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2684 }
2990 2685
2991 at = find_archetype ("confusion"); 2686 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2688 {
2995 remove_ob (tmp); 2689 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2691 }
2999 2692
3000 cure_disease (op, 0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2696 op->stats.food = 999;
3004 2697
3005 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (find_archetype ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2700 {
3009 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2702 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2706 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
3017 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2710 }
3020 2711
3021 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2714 op->contr->braced = 0;
3028 2719
3029 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
3030 2721
3031 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
3032 { 2723 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
3042 } 2726 }
3043 else 2727 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
3053 } 2729
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2731
3056 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
3057 x = op->x; 2733 x = op->x;
3058 y = op->y; 2734 y = op->y;
3059 map = op->map; 2735 map = op->map;
3060 2736
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2738 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2739 * See the config.h file for a little more in depth detail about this.
3067 */ 2740 */
3068 2741
3069 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2744 * of death.
3072 */ 2745 */
3073#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3075 { 2748 {
3076 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2750 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2751 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2754 little bit harder. */
3082 /* GD */ 2755 /* GD */
3083 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2757 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2758 else
3089 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3090 num_stats_lose = 1; 2762 num_stats_lose = 1;
3091 } 2763
3092 lost_a_stat = 0; 2764 lost_a_stat = 0;
3093 2765
3094 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3095 { 2767 {
3096 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3097 2769
3098 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3099 { 2771 {
3100 /* Pick a random stat and take a point off it. Tell the player 2772 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2773 * what he lost.
3102 */ 2774 */
3103 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2780 lost_a_stat = 1;
2781 }
2782 else
2783 {
2784 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion");
2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2790 {
2791 dep = arch_to_object (deparch);
2792 insert_ob_in_ob (dep, op);
3109 } 2793 }
3110 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3111 { 2796 {
3112 /* deplete a stat */ 2797 /* GD */
3113 archetype *deparch = find_archetype ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3114 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3115 2800 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2801 {
3119 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3121 } 2804
3122 lose_this_stat = 1; 2805 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2806 if (keep_chance < 1)
2807 keep_chance = 1;
2808
2809 /* There is a maximum depletion total per level. */
2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2811 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2812 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2814 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2815 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2816 else
3164 if (this_stat >= -50)
3165 { 2817 {
3166 change_attr_value (&(dep->stats), i, -1); 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2819 lose_this_stat = 0;
2820 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2821 this_stat, keep_chance, loss_chance,
2822 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2823 }
3172 } 2824 }
3173 } 2825 }
2826
2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2830 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a
2834 * difference.
2835 */
2836 if (this_stat >= -50)
2837 {
2838 change_attr_value (&(dep->stats), i, -1);
2839 SET_FLAG (dep, FLAG_APPLIED);
2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841 op->update_stats ();
2842 lost_a_stat = 1;
2843 }
3174 } 2844 }
2845 }
2846 }
3175 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2848 if (!lost_a_stat)
3177 { 2849 {
3178 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3181 2853
3182 if (god && (strcmp (god, "none"))) 2854 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2856 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2858 }
2859#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2861#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2862
3190 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2864 * exp loss on the stone.
3192 */ 2865 */
3193 tmp = arch_to_object (find_archetype ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2868 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2870 tmp->name_pl = buf;
3198 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2871 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3199 tmp->msg = buf; 2872 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2875
3203 /**************************************/ 2876 /**************************************/
3204 /* */ 2877 /* */
3205 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3208 /* */ 2881 /* */
3209
3210 /**************************************/ 2882 /**************************************/
3211 2883
3212 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2885 /* restore player */
3214 at = find_archetype ("poisoning"); 2886 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
2888
3216 if (tmp) 2889 if (tmp)
3217 { 2890 {
3218 remove_ob (tmp); 2891 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2893 }
3222 2894
3223 at = find_archetype ("confusion"); 2895 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2897 if (tmp)
3226 { 2898 {
3227 remove_ob (tmp); 2899 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2901 }
2902
3231 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3232 2904
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3236 op->stats.food = 900; 2908 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2912
3241 /* 2913 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2914 * Check to see if the player is in a shop. IF so, then check to see if
3243 * the player has any unpaid items. If so, remove them and put them back 2915 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2916 * in the map.
3245 */ 2917 */
3246 2918
3247 if (is_in_shop (op)) 2919 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
3249 2921
3250 /****************************************/ 2922 /****************************************/
3251 /* */ 2923 /* */
3252 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
3254 /* */ 2926 /* */
3255
3256 /****************************************/ 2927 /****************************************/
3257 2928
3258 enter_player_savebed (op); 2929 enter_player_savebed (op);
3259 2930
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2931 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2932
3266 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2936 * on the space that might harm the player.
3270 */ 2937 */
3271 will_kill_again = 0; 2938 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2939 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
3276 } 2942
3277 if (will_kill_again) 2943 if (will_kill_again)
3278 { 2944 {
3279 object *force; 2945 object *force;
3280 int at; 2946 int at;
3281 2947
3282 force = get_archetype (FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2950 force->speed = 0.1;
3285 force->speed_left = -5.0; 2951 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2953 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2955 force->resist[at] = 100;
3291 } 2956
3292 insert_ob_in_ob (force, op); 2957 insert_ob_in_ob (force, op);
3293 fix_player (op); 2958 op->update_stats ();
3294 2959
3295 } 2960 }
3296 2961
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (find_archetype ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2963}
3366
3367 2964
3368void 2965void
3369loot_object (object *op) 2966loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2967{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2968 object *tmp, *tmp2, *next;
3372 2969
3373 if (op->container) 2970 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 2971 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 2972
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3379 { 2974 {
3380 next = tmp->below; 2975 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3382 continue; 2978 continue;
3383 remove_ob (tmp); 2979
2980 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 2982 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2983 { /* empty container to ground */
3387 loot_object (tmp); 2984 loot_object (tmp);
3388 } 2985 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 2987 {
3391 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3392 { 2989 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2991 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2993 }
3397 else 2994 else
3398 free_object (tmp); 2995 tmp->destroy ();
3399 } 2996 }
3400 else 2997 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2999 }
3403} 3000}
3409 */ 3006 */
3410 3007
3411void 3008void
3412fix_weight (void) 3009fix_weight (void)
3413{ 3010{
3414 player *pl; 3011 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3012 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3014
3420 if (old == sum) 3015 if (old == sum)
3421 continue; 3016 continue;
3422 fix_player (pl->ob); 3017 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3019 }
3425} 3020}
3426 3021
3427void 3022void
3428fix_luck (void) 3023fix_luck (void)
3429{ 3024{
3430 player *pl; 3025 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3027 pl->ob->change_luck (0);
3435} 3028}
3436
3437 3029
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3441 */ 3033 */
3442
3443void 3034void
3444cast_dust (object *op, object *throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3445{ 3036{
3446 object *skop, *spob; 3037 object *skop, *spob;
3447 3038
3468 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3060 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3061
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3063
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3064 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3065}
3477 3066
3478void 3067void
3479make_visible (object *op) 3068make_visible (object *op)
3480{ 3069{
3494 object *tmp = NULL; 3083 object *tmp = NULL;
3495 3084
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3086 return 1;
3498 3087
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3088 return 0;
3505} 3089}
3506 3090
3507/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3564 3148
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3150
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3151 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3571 { 3154 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3155 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3156 make_visible (op);
3574 return; 3157 return;
3575 } 3158 }
3576 else 3159 else
3577 num += 20; 3160 num += 20;
3578 } 3161
3579 num += op->map->difficulty; 3162 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3164 num -= hide;
3165
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3167 {
3584 make_visible (op); 3168 make_visible (op);
3585 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3171 }
3588 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3174}
3593 3175
3594/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3595 3177
3596int 3178int
3597stand_near_hostile (object *who) 3179stand_near_hostile (object *who)
3598{ 3180{
3599 object *tmp = NULL; 3181 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3182 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3183 maptile *m;
3602 sint16 x, y; 3184 sint16 x, y;
3603 3185
3604 if (!who) 3186 if (!who)
3605 return 0; 3187 return 0;
3606 3188
3623 if (mflags & P_OUT_OF_MAP) 3205 if (mflags & P_OUT_OF_MAP)
3624 continue; 3206 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3207 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3208 continue;
3627 3209
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3211 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3212 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3213 return 1;
3632 else if (tmp->type == PLAYER) 3214 else if (tmp->type == PLAYER)
3633 { 3215 {
3663 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3664 { 3246 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3248 return -1;
3667 } 3249 }
3250
3668 if (!pl || !op) 3251 if (!pl || !op)
3669 return 0; 3252 return 0;
3670 3253
3671 if (op->head)
3672 {
3673 op = op->head; 3254 op = op->head_ ();
3674 } 3255
3675 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3676 3257
3677 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3259 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3687 3268
3688 /* only the viewable area the player sees is updated by LOS 3269 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3270 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3271 * for any meaningful values.
3691 */ 3272 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3276 return 1;
3696 op = op->more; 3277 op = op->more;
3697 } 3278 }
3698 return 0; 3279 return 0;
3699} 3280}
3809 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3810 return; 3391 return;
3811 3392
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3394
3814 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3815 { 3396 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3398 return;
3818 } 3399 }
3819 3400
3885 { 3466 {
3886 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3468 object *skin;
3888 3469
3889 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3473 ;
3474
3891 if (skin == NULL) 3475 if (!skin)
3892 return; 3476 return;
3893 3477
3894 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3480 {
3941 * not readied. 3525 * not readied.
3942 */ 3526 */
3943void 3527void
3944player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3945{ 3529{
3946 rangetype i;
3947
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949 {
3950 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3951 { 3532 {
3952 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3953 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3956 }
3957 } 3536 }
3958 }
3959} 3537}

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