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Comparing deliantra/server/server/player.C (file contents):
Revision 1.26 by root, Sun Sep 17 18:19:19 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@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 run_on = 0;
217 fire_on = 0;
218 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
321/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
323 * mode. 368 * mode.
324 */ 369 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 370player *
371player::create ()
372{
373 player *pl = new player;
330 374
331 p = get_player (NULL); 375 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334
335 if (p->socket.faces_sent == NULL)
336 fatal (OUT_OF_MEMORY);
337
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 376 set_first_map (pl->ob);
345 377
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 378 return pl;
354} 379}
355 380
356/* 381/*
357 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
367 { 392 {
368 if (at == NULL || at->next == NULL) 393 if (at == NULL || at->next == NULL)
369 at = first_archetype; 394 at = first_archetype;
370 else 395 else
371 at = at->next; 396 at = at->next;
397
372 if (at->clone.type == PLAYER) 398 if (at->clone.type == PLAYER)
373 return at; 399 return at;
400
374 if (at == start) 401 if (at == start)
375 { 402 {
376 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 404 exit (-1);
378 } 405 }
379 } 406 }
380} 407}
381 408
382
383object * 409object *
384get_nearest_player (object *mon) 410get_nearest_player (object *mon)
385{ 411{
386 object *op = NULL; 412 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 413 objectlink *ol;
389 unsigned lastdist; 414 unsigned lastdist;
390 rv_vector rv; 415 rv_vector rv;
391 416
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 418 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 426 object *tmp = ol->ob;
402 427
403 /* 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
404 * itself will have been cleared. 429 * itself will have been cleared.
405 */ 430 */
406 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 ());
407 ol = ol->next; 433 ol = ol->next;
408 remove_friendly_object (tmp); 434 remove_friendly_object (tmp);
409 if (!ol) 435 if (!ol)
410 return op; 436 return op;
411 } 437 }
424 { 450 {
425 op = ol->ob; 451 op = ol->ob;
426 lastdist = rv.distance; 452 lastdist = rv.distance;
427 } 453 }
428 } 454 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 455
430 { 456 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
435 { 459 {
436 op = pl->ob; 460 op = pl->ob;
437 lastdist = rv.distance; 461 lastdist = rv.distance;
438 } 462 }
439 } 463
440 }
441#if 0 464#if 0
442 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)");
443#endif 466#endif
444 return op; 467 return op;
445} 468}
463 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 488 * is probably not a good thing.
466 */ 489 */
467#define MAX_SPACES 50 490#define MAX_SPACES 50
468
469 491
470/* 492/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
646 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 672 {
651 remove_ob (op); 673 op->destroy ();
652 free_object (op);
653 continue; 674 continue;
654 } 675 }
655 } 676 }
656 677
657 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
669 break; 690 break;
670 691
671 if (tmp) 692 if (tmp)
672 { 693 {
673 remove_ob (op); 694 op->destroy ();
674 free_object (op);
675 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);
676 continue; 696 continue;
677 } 697 }
698
678 if (op->nrof > 1) 699 if (op->nrof > 1)
679 op->nrof = 1; 700 op->nrof = 1;
680 } 701 }
681 702
682 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 717 }
697 if (op->type == SPELL) 718 if (op->type == SPELL)
698 { 719 {
699 remove_ob (op); 720 op->destroy ();
700 free_object (op);
701 continue; 721 continue;
702 } 722 }
703 else if (op->type == SKILL) 723 else if (op->type == SKILL)
704 { 724 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
715 link_player_skills (pl); 735 link_player_skills (pl);
716} 736}
717 737
718void 738void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->free (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
803{ 740{
804 if (party == NULL) 741 if (party == NULL)
805 { 742 {
806 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);
807 return; 744 return;
808 } 745 }
746
809 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
812 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:");
813} 751}
814
815 752
816/* 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. */
817int 754static int
818roll_stat (void) 755roll_stat (void)
819{ 756{
820 int a[4], i, j, k; 757 int a[4], i, j, k;
821 758
822 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
825 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 763 if (a[i] < k)
827 k = a[i], j = i; 764 k = a[i], j = i;
828 765
829 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 767 if (i != j)
832 k += a[i]; 768 k += a[i];
833 } 769
834 return k; 770 return k;
835} 771}
836 772
837void 773void
838roll_stats (object *op) 774object::roll_stats ()
839{ 775{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 776 int statsort [7];
843 777
844 do 778 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 779 {
855 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
856 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
857 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 790
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
890 798
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 799 stats.exp = 0;
902 op->stats.ac = 0; 800 stats.ac = 0;
903 801
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
913} 814}
914 815
915void 816void
916Roll_Again (object *op) 817object::swap_stats (int a, int b)
917{ 818{
918 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 822
923void 823 stats.Str = contr->orig_stats.Str;
924Swap_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)
925{ 855{
926 signed char tmp;
927 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
928 857
929 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 862}
1044 863
1045/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1049 * not the class. 868 * not the class.
1050 */ 869 */
1051
1052int 870int
1053key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1054{ 872{
1055 int tmp_loop; 873 int tmp_loop;
1056 874
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1064 { 876 {
1065 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1066 878
1067 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
881
1069 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);
1070 885
1071 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1073 888
1074 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1075 890
1076 if (op->msg) 891 if (op->msg)
1077 op->msg = NULL; 892 op->msg = NULL;
1078 893
1079 /* 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
1080 * to save here. 895 * to save here.
1081 */ 896 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 898 make_path_to_file (buf);
1084 899
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 900 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 903 link_player_skills (op);
1092 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1093 fix_player (op); 905 op->update_stats ();
1094 906
1095 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1096 * is one for this race 908 * is one for this race
1097 */ 909 */
1098 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1099 { 911 {
1100 object *tmp; 912 object *tmp;
1101 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1102 914
1103 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);
1104 tmp = get_object (); 916 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1108 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;
1109 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1110 * default initial map */ 922 * default initial map */
1111 free_object (tmp); 923 tmp->destroy ();
1112 } 924 }
1113 else 925 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 927
1117 return 0; 928 return 0;
1118 } 929 }
1119 930
1120 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1125 while (!tmp_loop) 936 while (!tmp_loop)
1126 { 937 {
1127 shstr name = op->name; 938 shstr name = op->name;
1128 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1129 940
1130 remove_statbonus (op); 941 op->remove_statbonus ();
1131 remove_ob (op); 942 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1134 op->instantiate (); 945 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1137 op->x = x; 948 op->x = x;
1138 op->y = y; 949 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 953 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1144 } 955 }
1145 956
1146 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 959 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 962 op->stats.grace = 0;
1152 963
1153 if (op->msg) 964 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 966
1156 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");
1157 return 0; 968 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 969}
1208 970
1209void 971void
1210flee_player (object *op) 972flee_player (object *op)
1211{ 973{
1241 { 1003 {
1242 op->enemy = NULL; 1004 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1006 return;
1245 } 1007 }
1008
1246 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1247 1010
1248 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1250 { 1013 {
1251 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1252 1015
1253 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)))
1254 {
1255 return; 1017 return;
1256 }
1257 } 1018 }
1019
1258 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1022 op->enemy = NULL;
1261} 1023}
1262 1024
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->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))));
1350 else 1112 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1117 }
1118
1384 /* philosophy: 1119 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1124 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1161 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1162 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1163 if (tmp->type == FOOD)
1429 { 1164 {
1430 pick_up (op, tmp); 1165 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1166 continue;
1434 } 1167 }
1168
1435 if (op->contr->mode & PU_DRINK) 1169 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1171 {
1438 pick_up (op, tmp); 1172 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1173 continue;
1442 } 1174 }
1443 1175
1444 if (op->contr->mode & PU_POTION) 1176 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1177 if (tmp->type == POTION)
1446 { 1178 {
1447 pick_up (op, tmp); 1179 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1180 continue;
1451 } 1181 }
1452 1182
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1183 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1184 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1185 if (tmp->type == SPELLBOOK)
1456 { 1186 {
1457 pick_up (op, tmp); 1187 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1188 continue;
1461 } 1189 }
1190
1462 if (op->contr->mode & PU_SKILLSCROLL) 1191 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1192 if (tmp->type == SKILLSCROLL)
1464 { 1193 {
1465 pick_up (op, tmp); 1194 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1195 continue;
1469 } 1196 }
1197
1470 if (op->contr->mode & PU_READABLES) 1198 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1200 {
1473 pick_up (op, tmp); 1201 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1202 continue;
1477 } 1203 }
1478 1204
1479 /* wands/staves/rods/horns */ 1205 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1208 {
1483 pick_up (op, tmp); 1209 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1210 continue;
1487 } 1211 }
1488 1212
1489 /* pick up all magical items */ 1213 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1214 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1216 {
1493 pick_up (op, tmp); 1217 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1218 continue;
1497 } 1219 }
1498 1220
1499 if (op->contr->mode & PU_VALUABLES) 1221 if (op->contr->mode & PU_VALUABLES)
1500 { 1222 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1223 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1224 {
1503 pick_up (op, tmp); 1225 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1226 continue;
1507 } 1227 }
1508 } 1228 }
1509 1229
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1230 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1231 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1232 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1233 {
1514 pick_up (op, tmp); 1234 pick_up (op, tmp);
1235 continue;
1515 if (0) 1236 }
1516 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);
1517 continue; 1243 continue;
1518 } 1244 }
1519 1245
1520 /* bows and arrows. Bows are good for selling! */ 1246 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1247 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1248 if (tmp->type == BOW)
1523 { 1249 {
1524 pick_up (op, tmp); 1250 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1251 continue;
1528 } 1252 }
1253
1529 if (op->contr->mode & PU_ARROW) 1254 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1255 if (tmp->type == ARROW)
1531 { 1256 {
1532 pick_up (op, tmp); 1257 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1258 continue;
1536 } 1259 }
1537 1260
1538 /* all kinds of armor etc. */ 1261 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1262 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1263 if (tmp->type == ARMOUR)
1541 { 1264 {
1542 pick_up (op, tmp); 1265 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1266 continue;
1546 } 1267 }
1268
1547 if (op->contr->mode & PU_HELMET) 1269 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1270 if (tmp->type == HELMET)
1549 { 1271 {
1550 pick_up (op, tmp); 1272 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1273 continue;
1554 } 1274 }
1275
1555 if (op->contr->mode & PU_SHIELD) 1276 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1277 if (tmp->type == SHIELD)
1557 { 1278 {
1558 pick_up (op, tmp); 1279 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1280 continue;
1562 } 1281 }
1282
1563 if (op->contr->mode & PU_BOOTS) 1283 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1284 if (tmp->type == BOOTS)
1565 { 1285 {
1566 pick_up (op, tmp); 1286 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1287 continue;
1570 } 1288 }
1289
1571 if (op->contr->mode & PU_GLOVES) 1290 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1291 if (tmp->type == GLOVES)
1573 { 1292 {
1574 pick_up (op, tmp); 1293 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1294 continue;
1578 } 1295 }
1296
1579 if (op->contr->mode & PU_CLOAK) 1297 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1298 if (tmp->type == CLOAK)
1581 { 1299 {
1582 pick_up (op, tmp); 1300 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1301 continue;
1586 } 1302 }
1587 1303
1588 /* hoping to catch throwing daggers here */ 1304 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1305 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1307 {
1592 pick_up (op, tmp); 1308 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1309 continue;
1596 } 1310 }
1597 1311
1598 /* careful: chairs and tables are weapons! */ 1312 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1313 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1316 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1319 {
1606 pick_up (op, tmp); 1320 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1321 continue;
1610 } 1322 }
1611 } 1323 }
1324
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1325 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1326 {
1614 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)
1615 { 1328 {
1616 pick_up (op, tmp); 1329 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1330 continue;
1620 } 1331 }
1621 } 1332 }
1622 } 1333 }
1623 1334
1624 /* misc stuff that's useful */ 1335 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1336 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1338 {
1628 pick_up (op, tmp); 1339 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1340 continue;
1632 } 1341 }
1633 1342
1634 /* 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
1635 * pickups */ 1344 * pickups */
1657 continue; 1366 continue;
1658 } 1367 }
1659 } 1368 }
1660 } /* the new pickup model */ 1369 } /* the new pickup model */
1661 } 1370 }
1371
1662 return !stop; 1372 return !stop;
1663} 1373}
1664 1374
1665/* 1375/*
1666 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1843 if (!dir) 1553 if (!dir)
1844 { 1554 {
1845 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!");
1846 return 0; 1556 return 0;
1847 } 1557 }
1558
1848 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1850 else 1561 else
1851 { 1562 {
1852 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1860 { 1571 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1573 return 0;
1863 } 1574 }
1864 } 1575 }
1576
1865 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1866 { 1578 {
1867 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);
1868 return 0; 1580 return 0;
1869 } 1581 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1584
1873 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1876 if (bowspeed < 1) 1589 if (bowspeed < 1)
1877 bowspeed = 1; 1590 bowspeed = 1;
1878 1591
1879 if (arrow == NULL) 1592 if (arrow == NULL)
1880 { 1593 {
1886 else 1599 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1601 return 0;
1889 } 1602 }
1890 } 1603 }
1604
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1607 return 0;
1895 } 1608
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1610 {
1898 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.");
1899 return 0; 1612 return 0;
1900 } 1613 }
1901 1614
1902 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1616 if (arrow->nrof == 0)
1904 { 1617 {
1905 remove_ob (arrow); 1618 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1619 return 0;
1908 } 1620 }
1909 1621
1910 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1624 if (!arrow)
1913 { 1625 {
1914 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);
1915 return 0; 1627 return 0;
1916 } 1628 }
1917 set_owner (arrow, op); 1629
1630 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1632 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1633
1924 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1925 { 1635 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1637 op->update_stats ();
1928 } 1638 }
1929 1639
1930 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1936 1646
1937 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1938 * 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.
1939 */ 1649 */
1940 1650
1942 1652
1943 /* update the speed */ 1653 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1946 1656
1947 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1951 1659
1952 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1953 { 1661 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1672 }
1965 1673
1966 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1968 1676
1969 if (bow->slaying != NULL) 1677 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1971 1679
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1682
1976 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);
1977 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1978 1685
1979 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1687 move_arrow (arrow);
1981 1688
1982 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
2008 } 1715 }
2009 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)
2010 { 1717 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1719 wcmod = -1;
1720
2013 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);
2014 } 1722 }
2015 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
2016 { 1724 {
2017 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);
2087 1795
2088 if (item->arch) 1796 if (item->arch)
2089 { 1797 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2092 item->speed = 0; 1800 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1801 }
1802
2095 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1805 }
2098 } 1806 }
2099 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1808 drain_rod_charge (item);
2102 }
2103 } 1809 }
2104} 1810}
2105 1811
2106/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2107 */ 1813 */
2130 case range_misc: 1836 case range_misc:
2131 fire_misc_object (op, dir); 1837 fire_misc_object (op, dir);
2132 return; 1838 return;
2133 1839
2134 case range_golem: /* Control summoned monsters from scrolls */ 1840 case range_golem: /* Control summoned monsters from scrolls */
2135 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2136 { 1842 {
2137 op->contr->ranges[range_golem] = NULL; 1843 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1844 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1845 }
2141 else 1846 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1847 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1848 return;
2144 1849
2147 { 1852 {
2148 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2149 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.");
2150 return; 1855 return;
2151 } 1856 }
1857
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return; 1859 return;
2154 case range_builder: 1860 case range_builder:
2155 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2156 return; 1862 return;
2157 default: 1863 default:
2251 * 0 otherwise 1957 * 0 otherwise
2252 */ 1958 */
2253static int 1959static int
2254player_attack_door (object *op, object *door) 1960player_attack_door (object *op, object *door)
2255{ 1961{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
2260 */ 1965 */
2261 object *key = find_key (op, op, door); 1966 object *key = find_key (op, op, door);
2299 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2303 */ 2008 */
2304
2305void 2009void
2306move_player_attack (object *op, int dir) 2010move_player_attack (object *op, int dir)
2307{ 2011{
2308 object *tmp, *mon; 2012 object *tmp, *mon;
2309 sint16 nx, ny; 2013 sint16 nx, ny;
2311 maptile *m; 2015 maptile *m;
2312 2016
2313 nx = freearr_x[dir] + op->x; 2017 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2018 ny = freearr_y[dir] + op->y;
2315 2019
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2317 2021
2318 /* 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
2319 * 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
2320 * 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
2321 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2326 */ 2030 */
2327 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))
2328 { 2032 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2034 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2035 m = op->map->xy_find (nx, ny);
2332 if (!m) 2036 if (!m)
2333 return; /* Don't think this should happen */ 2037 return; /* Don't think this should happen */
2334 } 2038 }
2335 else 2039 else
2336 m = op->map; 2040 m = op->map;
2337 2041
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2042 if (!(tmp = m->at (nx, ny).bot))
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 2043 return;
2342 }
2343 2044
2344 mon = NULL; 2045 mon = 0;
2345 /* 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
2346 * 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.
2347 * 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
2348 * on the space 2049 * on the space
2349 */ 2050 */
2350 while (tmp != NULL) 2051 while (tmp)
2351 { 2052 {
2352 if (tmp == op) 2053 if (tmp == op)
2353 { 2054 {
2354 tmp = tmp->above; 2055 tmp = tmp->above;
2355 continue; 2056 continue;
2356 } 2057 }
2058
2357 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2358 { 2060 {
2359 mon = tmp; 2061 mon = tmp;
2360 break; 2062 break;
2361 } 2063 }
2064
2362 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2363 mon = tmp; 2066 mon = tmp;
2067
2364 tmp = tmp->above; 2068 tmp = tmp->above;
2365 } 2069 }
2366 2070
2367 if (mon == NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2368 return; /* into a wall */ 2072 return; /* into a wall */
2369 2073
2370 if (mon->head != NULL) 2074 if (mon->head)
2371 mon = mon->head; 2075 mon = mon->head;
2372 2076
2373 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))
2374 if (player_attack_door (op, mon)) 2078 if (player_attack_door (op, mon))
2375 return; 2079 return;
2387 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2388 */ 2092 */
2389 if ((op->type == PLAYER) 2093 if ((op->type == PLAYER)
2390#if COZY_SERVER 2094#if COZY_SERVER
2391 && 2095 &&
2392 ((get_owner (mon) && get_owner (mon)->contr 2096 ((mon->owner && mon->owner->contr
2393 && 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)
2394#else 2098#else
2395 && get_owner (mon) == op 2099 && mon->owner == op
2396#endif 2100#endif
2397 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2398 { 2102 {
2399 /* 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 */
2400 if (op->contr->braced) 2104 if (op->contr->braced)
2401 return; 2105 return;
2106
2402 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);
2403 (void) push_ob (mon, dir, op); 2108 (void) push_ob (mon, dir, op);
2404 if (op->contr->tmp_invis || op->hide) 2109 if (op->contr->tmp_invis || op->hide)
2405 make_visible (op); 2110 make_visible (op);
2111
2406 return; 2112 return;
2407 } 2113 }
2408 2114
2409 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2410 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2412 * attack them either. 2118 * attack them either.
2413 */ 2119 */
2414 if ((mon->type == PLAYER || mon->enemy != op) && 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2415 (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)) && (
2416#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2417 (op->contr->peaceful 2123 (op->contr->peaceful
2418 || (mon->type == PLAYER 2124 || (mon->type == PLAYER
2419 && mon->contr-> 2125 && mon->contr->
2420 peaceful)) && 2126 peaceful)) &&
2421#else 2127#else
2422 op->contr->peaceful && 2128 op->contr->peaceful &&
2423#endif 2129#endif
2424 !on_battleground)) 2130 !on_battleground))
2425 { 2131 {
2426 if (!op->contr->braced) 2132 if (!op->contr->braced)
2427 { 2133 {
2428 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);
2429 (void) push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2430 } 2136 }
2431 else 2137 else
2432 {
2433 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2434 } 2139
2435 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2436 make_visible (op); 2141 make_visible (op);
2437 } 2142 }
2438 2143
2439 /* If the object is a boulder or other rollable object, then 2144 /* If the object is a boulder or other rollable object, then
2450 * 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
2451 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2452 * 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
2453 * 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.
2454 */ 2159 */
2455
2456 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2457 ((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)))
2458 { 2162 {
2459 2163
2460 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2467 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->speed / op->contr->weapon_sp;
2468 2172
2469 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 */
2470 } 2174 }
2471 2175
2472 skill_attack (mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2473 2177
2474 /* If attacking another player, that player gets automatic 2178 /* If attacking another player, that player gets automatic
2475 * hitback, and doesn't loose luck either. 2179 * hitback, and doesn't loose luck either.
2476 * Disable hitback on the battleground or if the target is 2180 * Disable hitback on the battleground or if the target is
2477 * the wiz. 2181 * the wiz.
2479 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))
2480 { 2184 {
2481 short luck = mon->stats.luck; 2185 short luck = mon->stats.luck;
2482 2186
2483 mon->contr->has_hit = 1; 2187 mon->contr->has_hit = 1;
2484 skill_attack (op, mon, 0, NULL, NULL); 2188 skill_attack (op, mon, 0, 0, 0);
2485 mon->stats.luck = luck; 2189 mon->stats.luck = luck;
2486 } 2190 }
2191
2487 if (action_makes_visible (op)) 2192 if (action_makes_visible (op))
2488 make_visible (op); 2193 make_visible (op);
2489 } 2194 }
2490 } /* if player should attack something */ 2195 } /* if player should attack something */
2491} 2196}
2493int 2198int
2494move_player (object *op, int dir) 2199move_player (object *op, int dir)
2495{ 2200{
2496 int pick; 2201 int pick;
2497 2202
2498 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2499 return 0; 2204 return 0;
2500 2205
2501 /* Sanity check: make sure dir is valid */ 2206 /* Sanity check: make sure dir is valid */
2502 if ((dir < 0) || (dir >= 9)) 2207 if ((dir < 0) || (dir >= 9))
2503 { 2208 {
2504 LOG (llevError, "move_player: invalid direction %d\n", dir); 2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2505 return 0; 2210 return 0;
2506 } 2211 }
2507 2212
2508 /* peterm: added following line */ 2213 /* peterm: added following line */
2509 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2510 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2511 2216
2512 op->facing = dir; 2217 op->facing = dir;
2513 2218
2526 2231
2527 /* 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
2528 * server can handle repeat firing. 2233 * server can handle repeat firing.
2529 */ 2234 */
2530 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2235 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2531 {
2532 op->direction = dir; 2236 op->direction = dir;
2533 }
2534 else 2237 else
2535 {
2536 op->direction = 0; 2238 op->direction = 0;
2537 } 2239
2538 /* Update how the player looks. Use the facing, so direction may 2240 /* Update how the player looks. Use the facing, so direction may
2539 * get reset to zero. This allows for full animation capabilities 2241 * get reset to zero. This allows for full animation capabilities
2540 * for players. 2242 * for players.
2541 */ 2243 */
2542 animate_object (op, op->facing); 2244 animate_object (op, op->facing);
2587 /* 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
2588 * 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
2589 * 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
2590 * 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.
2591 */ 2293 */
2592 if (op->contr->ranges[range_golem] &&
2593 ((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))
2594 {
2595 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2596 op->contr->golem_count = 0;
2597 }
2598 2296
2599 /* 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
2600 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2601 * called, so we recheck it here. 2299 * called, so we recheck it here.
2602 */ 2300 */
2603 HandleClient (&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2302 return 1;
2303
2604 if (op->speed_left < 0) 2304 if (op->speed_left > 0)
2605 return 0; 2305 {
2606
2607 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2608 { 2307 {
2609 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2610 op->speed_left--; 2309 op->speed_left--;
2611 2310
2612 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2613 * 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
2614 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2615 */ 2314 */
2616 move_player (op, op->direction); 2315 move_player (op, op->direction);
2617 if (op->speed_left > 0) 2316
2618 return 1; 2317 return op->speed_left > 0;
2619 else 2318 }
2620 return 0;
2621 } 2319 }
2320
2622 return 0; 2321 return 0;
2623} 2322}
2624 2323
2625int 2324int
2626save_life (object *op) 2325save_life (object *op)
2627{ 2326{
2628 object *tmp;
2629
2630 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2631 return 0; 2328 return 0;
2632 2329
2633 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2634 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2635 { 2332 {
2636 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);
2637 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
2638 if (op->contr) 2336 if (op->contr)
2639 esrv_del_item (op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2640 remove_ob (tmp); 2338
2641 free_object (tmp); 2339 tmp->destroy ();
2642 CLEAR_FLAG (op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2643 if (op->stats.hp < 0) 2342 if (op->stats.hp < 0)
2644 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2645 if (op->stats.food < 0) 2345 if (op->stats.food < 0)
2646 op->stats.food = 999; 2346 op->stats.food = 999;
2647 fix_player (op); 2347
2348 op->update_stats ();
2648 return 1; 2349 return 1;
2649 } 2350 }
2351
2650 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2651 CLEAR_FLAG (op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2652 enter_player_savebed (op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2653 return 0; 2355 return 0;
2654} 2356}
2663{ 2365{
2664 object *next; 2366 object *next;
2665 2367
2666 while (op) 2368 while (op)
2667 { 2369 {
2668 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' */
2669 * we remove object 'op' 2371
2670 */
2671 if (QUERY_FLAG (op, FLAG_UNPAID)) 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2672 { 2373 {
2673 remove_ob (op);
2674 op->x = env->x;
2675 op->y = env->y;
2676 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2677 esrv_del_item (env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2678 insert_ob_in_map (op, env->map, NULL, 0); 2376
2377 op->insert_at (env);
2679 } 2378 }
2680 else if (op->inv) 2379 else if (op->inv)
2681 remove_unpaid_objects (op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2682 op = next; 2382 op = next;
2683 } 2383 }
2684} 2384}
2685
2686 2385
2687/* 2386/*
2688 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2689 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2690 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2701 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2702 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2703 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2704 else 2403 else
2705 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2706 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2707 strcat (buf2, buf); 2407 strcat (buf2, buf);
2708 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2709 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);
2710 else 2410 else
2711 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
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2414 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2715 { 2416 {
2716 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2717 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2419 strcat (buf2, buf);
2719 } 2420 }
2421
2720 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2721 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2722 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2723 return buf2; 2426 return buf2;
2724} 2427}
2725
2726
2727 2428
2728void 2429void
2729do_some_living (object *op) 2430do_some_living (object *op)
2730{ 2431{
2731 int last_food = op->stats.food; 2432 int last_food = op->stats.food;
2740 const int max_grace = 1; 2441 const int max_grace = 1;
2741 2442
2742 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2743 { 2444 {
2744 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2745 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)
2746 flush_output_element (op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2747 } 2448 }
2748 2449
2749 if (op->contr->state == ST_PLAYING) 2450 if (op->contr->ns->state == ST_PLAYING)
2750 { 2451 {
2751
2752 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2753 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2754 if (op->contr->gen_hp >= 0) 2454 if (op->contr->gen_hp >= 0)
2755 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2756 else 2456 else
2757 { 2457 {
2758 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2759 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2760 } 2460 }
2461
2761 if (op->contr->gen_sp >= 0) 2462 if (op->contr->gen_sp >= 0)
2762 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2763 else 2464 else
2764 { 2465 {
2765 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2766 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2767 } 2468 }
2469
2768 if (op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2769 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2770 else 2472 else
2771 { 2473 {
2772 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2788 op->stats.food += op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2789 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))
2790 op->stats.food = last_food; 2492 op->stats.food = last_food;
2791 } 2493 }
2792 } 2494 }
2495
2793 if (max_sp > 1) 2496 if (max_sp > 1)
2794 { 2497 {
2795 over_sp = (gen_sp + 10) / rate_sp; 2498 over_sp = (gen_sp + 10) / rate_sp;
2796 if (over_sp > 0) 2499 if (over_sp > 0)
2797 { 2500 {
2798 if (op->stats.sp < op->stats.maxsp) 2501 if (op->stats.sp < op->stats.maxsp)
2799 { 2502 {
2800 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2801 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))
2802 op->stats.sp--; 2506 op->stats.sp--;
2507
2803 if (op->stats.sp > op->stats.maxsp) 2508 if (op->stats.sp > op->stats.maxsp)
2804 op->stats.sp = op->stats.maxsp; 2509 op->stats.sp = op->stats.maxsp;
2805 } 2510 }
2806 op->last_sp = 0; 2511 op->last_sp = 0;
2807 } 2512 }
2808 else 2513 else
2809 {
2810 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);
2811 }
2812 } 2515 }
2813 else 2516 else
2814 {
2815 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);
2816 }
2817 } 2518 }
2818 2519
2819 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2820 /* 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. */
2821 if (--op->last_grace < 0) 2522 if (--op->last_grace < 0)
2822 { 2523 {
2823 if (op->stats.grace < op->stats.maxgrace / 2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2824 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2825 if (max_grace > 1) 2527 if (max_grace > 1)
2826 { 2528 {
2827 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2828 if (over_grace > 0) 2530 if (over_grace > 0)
2829 { 2531 {
2857 op->stats.food += op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2858 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))
2859 op->stats.food = last_food; 2561 op->stats.food = last_food;
2860 } 2562 }
2861 } 2563 }
2564
2862 if (max_hp > 1) 2565 if (max_hp > 1)
2863 { 2566 {
2864 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2865 if (over_hp > 0) 2568 if (over_hp > 0)
2866 { 2569 {
2890 2593
2891 if (op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2892 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);
2893 else 2596 else
2894 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2895 /* dms do not consume food */ 2599 /* dms do not consume food */
2896 if (!QUERY_FLAG (op, FLAG_WIZ)) 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2897 op->stats.food--; 2601 op->stats.food--;
2898 } 2602 }
2899 }
2900 2603
2901 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2902 { 2605 {
2903 object *tmp, *flesh = NULL; 2606 object *tmp, *flesh = 0;
2904 2607
2905 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2906 { 2609 {
2907 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2908 {
2909 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2910 { 2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2911 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.");
2912 manual_apply (op, tmp, 0); 2615 manual_apply (op, tmp, 0);
2913 if (op->stats.food >= 0 || op->stats.hp < 0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2914 break; 2617 break;
2915 } 2618 }
2916 else if (tmp->type == FLESH) 2619 else if (tmp->type == FLESH)
2917 flesh = tmp; 2620 flesh = tmp;
2918 } /* End if paid for object */ 2621 } /* End if paid for object */
2919 } /* end of for loop */ 2622 } /* end of for loop */
2623
2920 /* 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
2921 * eat flesh instead. 2625 * eat flesh instead.
2922 */ 2626 */
2923 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2924 { 2628 {
2925 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.");
2926 manual_apply (op, flesh, 0); 2630 manual_apply (op, flesh, 0);
2927 } 2631 }
2928 } /* end if player is starving */ 2632 }
2929 2633
2930 while (op->stats.food < 0 && op->stats.hp > 0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2931 op->stats.food++, op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2932 2636
2933 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))
2934 kill_player (op); 2638 kill_player (op);
2639 }
2935} 2640}
2936
2937
2938 2641
2939/* 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.
2940 * 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
2941 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2942 * file. 2645 * file.
2972 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!");
2973 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...");
2974 2677
2975 /* restore player */ 2678 /* restore player */
2976 at = archetype::find ("poisoning"); 2679 at = archetype::find ("poisoning");
2977 tmp = present_arch_in_ob (at, op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2978 if (tmp)
2979 { 2681 {
2980 remove_ob (tmp); 2682 tmp->destroy ();
2981 free_object (tmp);
2982 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2983 } 2684 }
2984 2685
2985 at = archetype::find ("confusion"); 2686 at = archetype::find ("confusion");
2986 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2987 if (tmp)
2988 { 2688 {
2989 remove_ob (tmp); 2689 tmp->destroy ();
2990 free_object (tmp);
2991 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2992 } 2691 }
2993 2692
2994 cure_disease (op, 0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
2995 op->stats.hp = op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2996 if (op->stats.food <= 0) 2695 if (op->stats.food <= 0)
2997 op->stats.food = 999; 2696 op->stats.food = 999;
2998 2697
2999 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
3000 tmp = arch_to_object (archetype::find ("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
3001 if (tmp != NULL)
3002 { 2700 {
3003 sprintf (buf, "%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
3004 tmp->name = buf; 2702 tmp->name = buf;
3005 sprintf (buf, " This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
3006 " 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",
3007 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3008 tmp->msg = buf; 2706 tmp->msg = buf;
3009 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3010 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
3011 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
3012 insert_ob_in_map (tmp, op->map, op, 0);
3013 } 2710 }
3014 2711
3015 /* teleport defeated player to new destination */ 2712 /* teleport defeated player to new destination */
3016 transfer_ob (op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
3017 op->contr->braced = 0; 2714 op->contr->braced = 0;
3022 2719
3023 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
3024 2721
3025 if (op->stats.food < 0) 2722 if (op->stats.food < 0)
3026 { 2723 {
3027 if (op->contr->explore)
3028 {
3029 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3030 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3031 op->stats.food = 999;
3032 return;
3033 }
3034 sprintf (buf, "%s starved to death.", &op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
3035 strcpy (op->contr->killer, "starvation"); 2725 strcpy (op->contr->killer, "starvation");
3036 } 2726 }
3037 else 2727 else
3038 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.hp = op->stats.maxhp;
3044 return;
3045 }
3046 sprintf (buf, "%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
3047 } 2729
3048 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3049 2731
3050 /* save the map location for corpse, gravestone */ 2732 /* save the map location for corpse, gravestone */
3051 x = op->x; 2733 x = op->x;
3052 y = op->y; 2734 y = op->y;
3053 map = op->map; 2735 map = op->map;
3054 2736
3055
3056 if (settings.not_permadeth == TRUE)
3057 {
3058 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
3059 * 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.
3060 * 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.
3061 */ 2740 */
3062 2741
3063 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
3064 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
3065 * of death. 2744 * of death.
3066 */ 2745 */
3067#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
3068 if (settings.balanced_stat_loss) 2747 if (settings.balanced_stat_loss)
3069 { 2748 {
3070 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
3071 /* 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
3072 more if they do. */ 2751 more if they do. */
3073 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
3074 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
3075 little bit harder. */ 2754 little bit harder. */
3076 /* GD */ 2755 /* GD */
3077 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
3078 num_stats_lose = 1; 2757 num_stats_lose = 1;
3079 else
3080 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3081 }
3082 else 2758 else
3083 { 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
3084 num_stats_lose = 1; 2762 num_stats_lose = 1;
3085 } 2763
3086 lost_a_stat = 0; 2764 lost_a_stat = 0;
3087 2765
3088 for (z = 0; z < num_stats_lose; z++) 2766 for (z = 0; z < num_stats_lose; z++)
3089 { 2767 {
3090 i = RANDOM () % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
3091 2769
3092 if (settings.stat_loss_on_death) 2770 if (settings.stat_loss_on_death)
3093 { 2771 {
3094 /* 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
3095 * what he lost. 2773 * what he lost.
3096 */ 2774 */
3097 change_attr_value (&(op->stats), i, -1); 2775 change_attr_value (&(op->stats), i, -1);
3098 check_stat_bounds (&(op->stats)); 2776 check_stat_bounds (&(op->stats));
3099 change_attr_value (&(op->contr->orig_stats), i, -1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
3100 check_stat_bounds (&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
3101 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3102 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);
3103 } 2793 }
3104 else 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
3105 { 2796 {
3106 /* deplete a stat */ 2797 /* GD */
3107 archetype *deparch = archetype::find ("depletion"); 2798 /* Get the stat that we're about to deplete. */
3108 object *dep; 2799 this_stat = get_attr_value (&(dep->stats), i);
3109 2800 if (this_stat < 0)
3110 dep = present_arch_in_ob (deparch, op);
3111 if (!dep)
3112 { 2801 {
3113 dep = arch_to_object (deparch); 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3114 insert_ob_in_ob (dep, op); 2803 int keep_chance = this_stat * this_stat;
3115 } 2804
3116 lose_this_stat = 1; 2805 /* Yes, I am paranoid. Sue me. */
3117 if (settings.balanced_stat_loss)
3118 {
3119 /* GD */
3120 /* Get the stat that we're about to deplete. */
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 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)
3123 { 2811 {
3124 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 int keep_chance = this_stat * this_stat;
3126
3127 /* Yes, I am paranoid. Sue me. */
3128 if (keep_chance < 1)
3129 keep_chance = 1;
3130
3131 /* There is a maximum depletion total per level. */
3132 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3133 {
3134 lose_this_stat = 0; 2812 lose_this_stat = 0;
3135 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
3136 retain the stat. */ 2814 retain the stat. */
3137 }
3138 else
3139 {
3140 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3141 lose_this_stat = 0;
3142 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3143 this_stat, keep_chance, loss_chance,
3144 lose_this_stat?"LOSE":"KEEP"); */
3145 }
3146 } 2815 }
3147 }
3148
3149 if (lose_this_stat)
3150 {
3151 this_stat = get_attr_value (&(dep->stats), i);
3152 /* We could try to do something clever like find another
3153 * stat to reduce if this fails. But chances are, if
3154 * stats have been depleted to -50, all are pretty low
3155 * and should be roughly the same, so it shouldn't make a
3156 * difference.
3157 */ 2816 else
3158 if (this_stat >= -50)
3159 { 2817 {
3160 change_attr_value (&(dep->stats), i, -1); 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3161 SET_FLAG (dep, FLAG_APPLIED);
3162 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3163 fix_player (op);
3164 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"); */
3165 } 2823 }
3166 } 2824 }
3167 } 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 }
3168 } 2844 }
2845 }
2846 }
3169 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
3170 if (!lost_a_stat) 2848 if (!lost_a_stat)
3171 { 2849 {
3172 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
3173 Should I be using something else? GD */ 2851 Should I be using something else? GD */
3174 const char *god = determine_god (op); 2852 const char *god = determine_god (op);
3175 2853
3176 if (god && (strcmp (god, "none"))) 2854 if (god && (strcmp (god, "none")))
3177 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);
3178 else 2856 else
3179 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.");
3180 } 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.");
3181#endif 2861#endif
3182 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3183 2862
3184 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
3185 * exp loss on the stone. 2864 * exp loss on the stone.
3186 */ 2865 */
3187 tmp = arch_to_object (archetype::find ("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
3188 sprintf (buf, "%s's gravestone", &op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
3189 tmp->name = buf; 2868 tmp->name = buf;
3190 sprintf (buf, "%s's gravestones", &op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
3191 tmp->name_pl = buf; 2870 tmp->name_pl = buf;
3192 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);
3193 tmp->msg = buf; 2872 tmp->msg = buf;
3194 tmp->x = op->x, tmp->y = op->y; 2873 tmp->x = op->x, tmp->y = op->y;
3195 insert_ob_in_map (tmp, op->map, NULL, 0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
3196 2875
3197 /**************************************/ 2876 /**************************************/
3198 /* */ 2877 /* */
3199 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
3200 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
3201 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
3202 /* */ 2881 /* */
3203
3204 /**************************************/ 2882 /**************************************/
3205 2883
3206 /* remove any poisoning and confusion the character may be suffering. */ 2884 /* remove any poisoning and confusion the character may be suffering. */
3207 /* restore player */ 2885 /* restore player */
3208 at = archetype::find ("poisoning"); 2886 at = archetype::find ("poisoning");
3209 tmp = present_arch_in_ob (at, op); 2887 tmp = present_arch_in_ob (at, op);
2888
3210 if (tmp) 2889 if (tmp)
3211 { 2890 {
3212 remove_ob (tmp); 2891 tmp->destroy ();
3213 free_object (tmp);
3214 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3215 } 2893 }
3216 2894
3217 at = archetype::find ("confusion"); 2895 at = archetype::find ("confusion");
3218 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3219 if (tmp) 2897 if (tmp)
3220 { 2898 {
3221 remove_ob (tmp); 2899 tmp->destroy ();
3222 free_object (tmp);
3223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3224 } 2901 }
2902
3225 cure_disease (op, 0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
3226 2904
3227 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
3228 apply_death_exp_penalty (op); 2906 apply_death_exp_penalty (op);
3229 if (op->stats.food < 100) 2907 if (op->stats.food < 100)
3230 op->stats.food = 900; 2908 op->stats.food = 900;
3231 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
3232 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3233 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3234 2912
3235 /* 2913 /*
3236 * 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
3237 * 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
3238 * in the map. 2916 * in the map.
3239 */ 2917 */
3240 2918
3241 if (is_in_shop (op)) 2919 if (is_in_shop (op))
3242 remove_unpaid_objects (op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
3243 2921
3244 /****************************************/ 2922 /****************************************/
3245 /* */ 2923 /* */
3246 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
3247 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
3248 /* */ 2926 /* */
3249
3250 /****************************************/ 2927 /****************************************/
3251 2928
3252 enter_player_savebed (op); 2929 enter_player_savebed (op);
3253 2930
3254 /* Save the player before inserting the force to reduce
3255 * chance of abuse.
3256 */
3257 op->contr->braced = 0; 2931 op->contr->braced = 0;
3258 save_player (op, 1);
3259 2932
3260 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
3261 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
3262 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
3263 * on the space that might harm the player. 2936 * on the space that might harm the player.
3264 */ 2937 */
3265 will_kill_again = 0; 2938 will_kill_again = 0;
3266 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)
3267 {
3268 if (tmp->type == SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
3269 will_kill_again |= tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
3270 } 2942
3271 if (will_kill_again) 2943 if (will_kill_again)
3272 { 2944 {
3273 object *force; 2945 object *force;
3274 int at; 2946 int at;
3275 2947
3276 force = get_archetype (FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
3277 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
3278 force->speed = 0.1; 2950 force->speed = 0.1;
3279 force->speed_left = -5.0; 2951 force->speed_left = -5.0;
3280 SET_FLAG (force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
3281 for (at = 0; at < NROFATTACKS; at++) 2953 for (at = 0; at < NROFATTACKS; at++)
3282 {
3283 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
3284 force->resist[at] = 100; 2955 force->resist[at] = 100;
3285 } 2956
3286 insert_ob_in_ob (force, op); 2957 insert_ob_in_ob (force, op);
3287 fix_player (op); 2958 op->update_stats ();
3288 2959
3289 } 2960 }
3290 2961
3291 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3292 return;
3293 } /* NOT_PERMADETH */
3294 else
3295 {
3296 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3297 * should probably be embedded in an else statement.
3298 */
3299
3300 op->contr->party = NULL;
3301 if (settings.set_title == TRUE)
3302 op->contr->own_title[0] = '\0';
3303 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3304 check_score (op);
3305 if (op->contr->ranges[range_golem] != NULL)
3306 {
3307 remove_friendly_object (op->contr->ranges[range_golem]);
3308 remove_ob (op->contr->ranges[range_golem]);
3309 free_object (op->contr->ranges[range_golem]);
3310 op->contr->ranges[range_golem] = NULL;
3311 op->contr->golem_count = 0;
3312 }
3313 loot_object (op); /* Remove some of the items for good */
3314 remove_ob (op);
3315 op->direction = 0;
3316
3317 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3318 {
3319 delete_character (op->name, 0);
3320 if (settings.resurrection == TRUE)
3321 {
3322 /* save playerfile sans equipment when player dies
3323 ** then save it as player.pl.dead so that future resurrection
3324 ** type spells will work on them nicely
3325 */
3326 delete_character (op->name, 0);
3327 op->stats.hp = op->stats.maxhp;
3328 op->stats.food = 999;
3329
3330 /* set the location of where the person will reappear when */
3331 /* maybe resurrection code should fix map also */
3332 strcpy (op->contr->maplevel, settings.emergency_mapname);
3333 if (op->map != NULL)
3334 op->map = NULL;
3335 op->x = settings.emergency_x;
3336 op->y = settings.emergency_y;
3337 save_player (op, 0);
3338 op->map = map;
3339 /* please see resurrection.c: peterm */
3340 dead_player (op);
3341 }
3342 else
3343 delete_character (op->name, 1);
3344 }
3345
3346 play_again (op);
3347
3348 /* peterm: added to create a corpse at deathsite. */
3349 tmp = arch_to_object (archetype::find ("corpse_pl"));
3350 sprintf (buf, "%s", &op->name);
3351 tmp->name = tmp->name_pl = buf;
3352 tmp->level = op->level;
3353 tmp->x = x;
3354 tmp->y = y;
3355 tmp->msg = gravestone_text (op);
3356 SET_FLAG (tmp, FLAG_UNIQUE);
3357 insert_ob_in_map (tmp, map, NULL, 0);
3358 }
3359} 2963}
3360
3361 2964
3362void 2965void
3363loot_object (object *op) 2966loot_object (object *op)
3364{ /* Grab and destroy some treasure */ 2967{ /* Grab and destroy some treasure */
3365 object *tmp, *tmp2, *next; 2968 object *tmp, *tmp2, *next;
3366 2969
3367 if (op->container) 2970 if (op->container)
3368 { /* close open sack first */
3369 esrv_apply_container (op, op->container); 2971 esrv_apply_container (op, op->container); /* close open sack first */
3370 }
3371 2972
3372 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3373 { 2974 {
3374 next = tmp->below; 2975 next = tmp->below;
3375 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3376 continue; 2978 continue;
3377 remove_ob (tmp); 2979
2980 tmp->remove ();
3378 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3379 if (tmp->type == CONTAINER) 2982 if (tmp->type == CONTAINER)
3380 { /* empty container to ground */ 2983 { /* empty container to ground */
3381 loot_object (tmp); 2984 loot_object (tmp);
3382 } 2985 }
3383 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)))
3384 { 2987 {
3385 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3386 { 2989 {
3387 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3388 free_object (tmp2); 2991 tmp2->destroy ();
3389 insert_ob_in_map (tmp, op->map, NULL, 0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
3390 } 2993 }
3391 else 2994 else
3392 free_object (tmp); 2995 tmp->destroy ();
3393 } 2996 }
3394 else 2997 else
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2999 }
3397} 3000}
3403 */ 3006 */
3404 3007
3405void 3008void
3406fix_weight (void) 3009fix_weight (void)
3407{ 3010{
3408 player *pl; 3011 for_all_players (pl)
3409
3410 for (pl = first_player; pl != NULL; pl = pl->next)
3411 { 3012 {
3412 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3413 3014
3414 if (old == sum) 3015 if (old == sum)
3415 continue; 3016 continue;
3416 fix_player (pl->ob); 3017 pl->ob->update_stats ();
3417 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);
3418 } 3019 }
3419} 3020}
3420 3021
3421void 3022void
3422fix_luck (void) 3023fix_luck (void)
3423{ 3024{
3424 player *pl; 3025 for_all_players (pl)
3425
3426 for (pl = first_player; pl != NULL; pl = pl->next)
3427 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3428 change_luck (pl->ob, 0); 3027 pl->ob->change_luck (0);
3429} 3028}
3430
3431 3029
3432/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3433 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3434 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3435 */ 3033 */
3436
3437void 3034void
3438cast_dust (object *op, object *throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3439{ 3036{
3440 object *skop, *spob; 3037 object *skop, *spob;
3441 3038
3462 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3463 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);
3464 3061
3465 cast_spell (op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3466 3063
3467 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3064 throw_ob->destroy ();
3468 remove_ob (throw_ob);
3469 free_object (throw_ob);
3470} 3065}
3471 3066
3472void 3067void
3473make_visible (object *op) 3068make_visible (object *op)
3474{ 3069{
3488 object *tmp = NULL; 3083 object *tmp = NULL;
3489 3084
3490 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3491 return 1; 3086 return 1;
3492 3087
3493 if (op->type == PLAYER)
3494 for (tmp = op->inv; tmp; tmp = tmp->below)
3495 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3496 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3497 return 1;
3498 return 0; 3088 return 0;
3499} 3089}
3500 3090
3501/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3502 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3558 3148
3559 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3560 3150
3561 /* 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! */
3562 if (op->type == PLAYER && op->contr->run_on) 3152 if (op->type == PLAYER && op->contr->run_on)
3563 {
3564 if (!skop || num >= skop->level) 3153 if (!skop || num >= skop->level)
3565 { 3154 {
3566 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!");
3567 make_visible (op); 3156 make_visible (op);
3568 return; 3157 return;
3569 } 3158 }
3570 else 3159 else
3571 num += 20; 3160 num += 20;
3572 } 3161
3573 num += op->map->difficulty; 3162 num += op->map->difficulty;
3574 hide = hideability (op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3575 num -= hide; 3164 num -= hide;
3165
3576 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3577 { 3167 {
3578 make_visible (op); 3168 make_visible (op);
3579 if (op->type == PLAYER) 3169 if (op->type == PLAYER)
3580 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!");
3581 } 3171 }
3582 else if (op->type == PLAYER && skop) 3172 else if (op->type == PLAYER && skop)
3583 {
3584 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);
3585 }
3586} 3174}
3587 3175
3588/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3589 3177
3590int 3178int
3617 if (mflags & P_OUT_OF_MAP) 3205 if (mflags & P_OUT_OF_MAP)
3618 continue; 3206 continue;
3619 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)))
3620 continue; 3208 continue;
3621 3209
3622 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)
3623 { 3211 {
3624 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))
3625 return 1; 3213 return 1;
3626 else if (tmp->type == PLAYER) 3214 else if (tmp->type == PLAYER)
3627 { 3215 {
3657 if (pl->type != PLAYER) 3245 if (pl->type != PLAYER)
3658 { 3246 {
3659 LOG (llevError, "player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3660 return -1; 3248 return -1;
3661 } 3249 }
3250
3662 if (!pl || !op) 3251 if (!pl || !op)
3663 return 0; 3252 return 0;
3664 3253
3665 if (op->head)
3666 {
3667 op = op->head; 3254 op = op->head_ ();
3668 } 3255
3669 get_rangevector (pl, op, &rv, 0x1); 3256 get_rangevector (pl, op, &rv, 0x1);
3670 3257
3671 /* starting with the 'head' part, lets loop 3258 /* starting with the 'head' part, lets loop
3672 * through the object and find if it has any 3259 * through the object and find if it has any
3673 * part that is in the los array but isnt on 3260 * part that is in the los array but isnt on
3681 3268
3682 /* only the viewable area the player sees is updated by LOS 3269 /* only the viewable area the player sees is updated by LOS
3683 * 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
3684 * for any meaningful values. 3271 * for any meaningful values.
3685 */ 3272 */
3686 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3687 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3688 !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)])
3689 return 1; 3276 return 1;
3690 op = op->more; 3277 op = op->more;
3691 } 3278 }
3692 return 0; 3279 return 0;
3693} 3280}
3803 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3804 return; 3391 return;
3805 3392
3806 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++);
3807 3394
3808 if (tr == NULL || tr->item == NULL) 3395 if (!tr || !tr->item)
3809 { 3396 {
3810 /* 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]); */
3811 return; 3398 return;
3812 } 3399 }
3813 3400
3879 { 3466 {
3880 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3881 object *skin; 3468 object *skin;
3882 3469
3883 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3884 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
3885 if (skin == NULL) 3475 if (!skin)
3886 return; 3476 return;
3887 3477
3888 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3889 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3890 { 3480 {
3935 * not readied. 3525 * not readied.
3936 */ 3526 */
3937void 3527void
3938player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3939{ 3529{
3940 rangetype i;
3941
3942 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))
3943 {
3944 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3945 { 3532 {
3946 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3947 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3948 {
3949 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3950 }
3951 } 3536 }
3952 }
3953} 3537}

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