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Comparing deliantra/server/server/player.C (file contents):
Revision 1.19 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: player.C,v 1.19 2006/09/11 23:53:30 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h> 26#include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <sounds.h> 28#include <sounds.h>
38#include <living.h> 29#include <living.h>
39#include <object.h> 30#include <object.h>
40#include <spells.h> 31#include <spells.h>
41#include <skills.h> 32#include <skills.h>
42#include <newclient.h>
43 33
44#ifdef COZY_SERVER 34#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 35#include <functional>
46#endif
47 36
48player * 37playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 38
87void 39void
88display_motd (const object *op) 40display_motd (const object *op)
89{ 41{
90 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
93 int comp; 45 int comp;
94 int size; 46 int size;
95 47
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 50 return;
100 } 51
101 motd[0] = '\0'; 52 motd[0] = '\0';
102 size = 0; 53 size = 0;
54
103 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
104 { 56 {
105 if (*buf == '#') 57 if (*buf == '#')
106 continue; 58 continue;
59
107 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 61 size += strlen (buf);
109 } 62 }
63
110 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);
111 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
112} 66}
113 67
114void 68void
120 int comp; 74 int comp;
121 int size; 75 int size;
122 76
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 79 return;
127 } 80
128 rules[0] = '\0'; 81 rules[0] = '\0';
129 size = 0; 82 size = 0;
83
130 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
131 { 85 {
132 if (*buf == '#') 86 if (*buf == '#')
133 continue; 87 continue;
88
134 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
135 { 90 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 92 break;
138 } 93 }
94
139 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 96 size += strlen (buf);
141 } 97 }
98
142 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);
143 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
144} 101}
145 102
146void 103void
154 int size; 111 int size;
155 112
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 115 return;
116
159 news[0] = '\0'; 117 news[0] = '\0';
160 subject[0] = '\0'; 118 subject[0] = '\0';
161 size = 0; 119 size = 0;
120
162 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
163 { 122 {
164 if (*buf == '#') 123 if (*buf == '#')
165 continue; 124 continue;
125
166 if (*buf == '%') 126 if (*buf == '%')
167 { /* send one news */ 127 { /* send one news */
168 if (size > 0) 128 if (size > 0)
169 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
170 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
171 strip_endline (subject); 132 strip_endline (subject);
172 size = 0; 133 size = 0;
173 news[0] = '\0'; 134 news[0] = '\0';
174 } 135 }
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 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);
189 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
190} 151}
191 152
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316}
317
318/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
319static void 154static void
320set_first_map (object *op) 155set_first_map (object *op)
321{ 156{
322 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
323 op->x = -1; 158 op->x = -1;
324 op->y = -1; 159 op->y = -1;
325 enter_exit (op, NULL);
326} 160}
327 161
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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
209// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings
211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359}
360
361player::~player ()
362{
363 /* Clear item stack */
364 free (stack_items);
365}
366
328/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
330 * mode. 369 * mode.
331 */ 370 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 371player *
372player::create ()
373{
374 player *pl = new player;
337 375
338 p = get_player (NULL); 376 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns;
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
341 if (p->socket.faces_sent == NULL)
342 fatal (OUT_OF_MEMORY);
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 377 set_first_map (pl->ob);
350 378
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 379 return pl;
358} 380}
359 381
360/* 382/*
361 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
371 { 393 {
372 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
373 at = first_archetype; 395 at = first_archetype;
374 else 396 else
375 at = at->next; 397 at = at->next;
398
376 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
377 return at; 400 return at;
401
378 if (at == start) 402 if (at == start)
379 { 403 {
380 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 405 exit (-1);
382 } 406 }
383 } 407 }
384} 408}
385 409
386
387object * 410object *
388get_nearest_player (object *mon) 411get_nearest_player (object *mon)
389{ 412{
390 object *op = NULL; 413 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 414 objectlink *ol;
393 unsigned lastdist; 415 unsigned lastdist;
394 rv_vector rv; 416 rv_vector rv;
395 417
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 419 {
398 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 427 object *tmp = ol->ob;
406 428
407 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 430 * itself will have been cleared.
409 */ 431 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
411 ol = ol->next; 434 ol = ol->next;
412 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
413 if (!ol) 436 if (!ol)
414 return op; 437 return op;
415 } 438 }
428 { 451 {
429 op = ol->ob; 452 op = ol->ob;
430 lastdist = rv.distance; 453 lastdist = rv.distance;
431 } 454 }
432 } 455 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 456
434 { 457 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
439 { 460 {
440 op = pl->ob; 461 op = pl->ob;
441 lastdist = rv.distance; 462 lastdist = rv.distance;
442 } 463 }
443 } 464
444 }
445#if 0 465#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 467#endif
448 return op; 468 return op;
449} 469}
467 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 489 * is probably not a good thing.
470 */ 490 */
471#define MAX_SPACES 50 491#define MAX_SPACES 50
472
473 492
474/* 493/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 515path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 516{
498 rv_vector rv; 517 rv_vector rv;
499 sint16 x, y; 518 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 520 maptile *m, *lastmap;
502 521
503 get_rangevector (mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
504 523
505 if (rv.distance < mindiff) 524 if (rv.distance < mindiff)
506 return 0; 525 return 0;
650 (op->type == ARMOUR || op->type == BOOTS || 669 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 670 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 671 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 673 {
655 remove_ob (op); 674 op->destroy ();
656 free_object (op);
657 continue; 675 continue;
658 } 676 }
659 } 677 }
660 678
661 /* This really needs to be better - we should really give 679 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 690 if (tmp->type == op->type && tmp->name == op->name)
673 break; 691 break;
674 692
675 if (tmp) 693 if (tmp)
676 { 694 {
677 remove_ob (op); 695 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 697 continue;
681 } 698 }
699
682 if (op->nrof > 1) 700 if (op->nrof > 1)
683 op->nrof = 1; 701 op->nrof = 1;
684 } 702 }
685 703
686 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 716 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 717 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 718 }
701 if (op->type == SPELL) 719 if (op->type == SPELL)
702 { 720 {
703 remove_ob (op); 721 op->destroy ();
704 free_object (op);
705 continue; 722 continue;
706 } 723 }
707 else if (op->type == SKILL) 724 else if (op->type == SKILL)
708 { 725 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
719 link_player_skills (pl); 736 link_player_skills (pl);
720} 737}
721 738
722void 739void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761int
762receive_play_again (object *op, char key)
763{
764 if (key == 'q' || key == 'Q')
765 {
766 remove_friendly_object (op);
767 leave (op->contr, 0); /* ericserver will draw the message */
768 return 2;
769 }
770 else if (key == 'a' || key == 'A')
771 {
772 player *pl = op->contr;
773 shstr name = op->name;
774
775 op->contr = 0;
776 op->type = 0;
777 op->free (1);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 /* user pressed something else so just ask again... */
791 play_again (op);
792
793 return 0;
794}
795
796void
797confirm_password (object *op)
798{
799
800 op->contr->write_buf[0] = '\0';
801 op->contr->state = ST_CONFIRM_PASSWORD;
802 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
803}
804
805void
806get_party_password (object *op, partylist *party) 740get_party_password (object *op, partylist *party)
807{ 741{
808 if (party == NULL) 742 if (party == NULL)
809 { 743 {
810 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
811 return; 745 return;
812 } 746 }
747
813 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
814 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
815 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
816 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
817} 752}
818
819 753
820/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
821int 755static int
822roll_stat (void) 756roll_stat (void)
823{ 757{
824 int a[4], i, j, k; 758 int a[4], i, j, k;
825 759
826 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
827 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
828 762
829 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
830 if (a[i] < k) 764 if (a[i] < k)
831 k = a[i], j = i; 765 k = a[i], j = i;
832 766
833 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
834 {
835 if (i != j) 768 if (i != j)
836 k += a[i]; 769 k += a[i];
837 } 770
838 return k; 771 return k;
839} 772}
840 773
841void 774void
842roll_stats (object *op) 775object::roll_stats ()
843{ 776{
844 int sum = 0;
845 int i = 0, j = 0;
846 int statsort[7]; 777 int statsort [7];
847 778
848 do 779 for (;;)
849 {
850 op->stats.Str = roll_stat ();
851 op->stats.Dex = roll_stat ();
852 op->stats.Int = roll_stat ();
853 op->stats.Con = roll_stat ();
854 op->stats.Wis = roll_stat ();
855 op->stats.Pow = roll_stat ();
856 op->stats.Cha = roll_stat ();
857 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
858 } 780 {
859 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
860 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
861 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
862 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
863 statsort[1] = op->stats.Dex;
864 statsort[2] = op->stats.Int;
865 statsort[3] = op->stats.Con;
866 statsort[4] = op->stats.Wis;
867 statsort[5] = op->stats.Pow;
868 statsort[6] = op->stats.Cha;
869 791
870 /* a quick and dirty bubblesort? */
871 do
872 {
873 if (statsort[i] < statsort[i + 1])
874 {
875 j = statsort[i];
876 statsort[i] = statsort[i + 1];
877 statsort[i + 1] = j;
878 i = 0;
879 }
880 else
881 {
882 i++;
883 }
884 }
885 while (i < 6);
886
887 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
888 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
889 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
890 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
891 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
892 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
893 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
894 799
895
896 op->contr->orig_stats.Str = op->stats.Str;
897 op->contr->orig_stats.Dex = op->stats.Dex;
898 op->contr->orig_stats.Int = op->stats.Int;
899 op->contr->orig_stats.Con = op->stats.Con;
900 op->contr->orig_stats.Wis = op->stats.Wis;
901 op->contr->orig_stats.Pow = op->stats.Pow;
902 op->contr->orig_stats.Cha = op->stats.Cha;
903
904 op->level = 1;
905 op->stats.exp = 0; 800 stats.exp = 0;
906 op->stats.ac = 0; 801 stats.ac = 0;
907 802
908 op->contr->levhp[1] = 9;
909 op->contr->levsp[1] = 6;
910 op->contr->levgrace[1] = 3;
911
912 fix_player (op);
913 op->stats.hp = op->stats.maxhp; 803 stats.hp = stats.maxhp;
914 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
915 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
916 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
917} 815}
918 816
919void 817void
920Roll_Again (object *op) 818object::swap_stats (int a, int b)
921{ 819{
922 esrv_new_player (op->contr, 0); 820 int tmp = get_attr_value (&contr->orig_stats, a);
923 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
924 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 822 set_attr_value (&contr->orig_stats, b, tmp);
925}
926 823
927void 824 stats.Str = contr->orig_stats.Str;
928Swap_Stat (object *op, int Swap_Second) 825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852}
853
854static void
855start_info (object *op)
929{ 856{
930 signed char tmp;
931 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
932 858
933 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
936 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
937 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
938 return;
939 }
940
941 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
942
943 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
944
945 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
946
947 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
948 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
949 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
950 op->stats.Dex = op->contr->orig_stats.Dex;
951 op->stats.Con = op->contr->orig_stats.Con;
952 op->stats.Int = op->contr->orig_stats.Int;
953 op->stats.Wis = op->contr->orig_stats.Wis;
954 op->stats.Pow = op->contr->orig_stats.Pow;
955 op->stats.Cha = op->contr->orig_stats.Cha;
956 op->stats.ac = 0;
957
958 op->level = 1;
959 op->stats.exp = 0;
960 op->stats.ac = 0;
961
962 op->contr->levhp[1] = 9;
963 op->contr->levsp[1] = 6;
964 op->contr->levgrace[1] = 3;
965
966 fix_player (op);
967 op->stats.hp = op->stats.maxhp;
968 op->stats.sp = op->stats.maxsp;
969 op->stats.grace = op->stats.maxgrace;
970 op->contr->orig_stats = op->stats;
971 op->contr->Swap_First = -1;
972}
973
974
975/* This code has been greatly reduced, because with set_attr_value
976 * and get_attr_value, the stats can be accessed just numeric
977 * ids. stat_trans is a table that translate the number entered
978 * into the actual stat. It is needed because the order the stats
979 * are displayed in the stat window is not the same as how
980 * the number's access that stat. The table does that translation.
981 */
982int
983key_roll_stat (object *op, char key)
984{
985 int keynum = key - '0';
986 char buf[MAX_BUF];
987 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
988
989 if (keynum > 0 && keynum <= 7)
990 {
991 if (op->contr->Swap_First == -1)
992 {
993 op->contr->Swap_First = stat_trans[keynum];
994 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
995 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
996 }
997 else
998 Swap_Stat (op, stat_trans[keynum]);
999
1000 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1001 return 1;
1002 }
1003 switch (key)
1004 {
1005 case 'n':
1006 case 'N':
1007 {
1008 SET_FLAG (op, FLAG_WIZ);
1009 if (op->map == NULL)
1010 {
1011 LOG (llevError, "Map == NULL in state 2\n");
1012 break;
1013 }
1014
1015#if 0
1016 /* So that enter_exit will put us at startx/starty */
1017 op->x = -1;
1018
1019 enter_exit (op, NULL);
1020#endif
1021 SET_ANIMATION (op, 2); /* So player faces south */
1022 /* Enter exit adds a player otherwise */
1023 add_statbonus (op);
1024 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1025 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1026 op->contr->state = ST_CHANGE_CLASS;
1027 if (op->msg)
1028 new_draw_info (NDI_BLUE, 0, op, op->msg);
1029 return 0;
1030 }
1031 case 'y':
1032 case 'Y':
1033 roll_stats (op);
1034 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1035 return 1;
1036
1037 case 'q':
1038 case 'Q':
1039 play_again (op);
1040 return 1;
1041
1042 default:
1043 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1044 return 0;
1045 }
1046 return 0;
1047} 863}
1048 864
1049/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1050 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1051 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1052 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1053 * not the class. 869 * not the class.
1054 */ 870 */
1055
1056int 871int
1057key_change_class (object *op, char key) 872key_change_class (object *op, char key)
1058{ 873{
1059 int tmp_loop; 874 int tmp_loop;
1060 875
1061 if (key == 'q' || key == 'Q')
1062 {
1063 remove_ob (op);
1064 play_again (op);
1065 return 0;
1066 }
1067 if (key == 'd' || key == 'D') 876 if (key == 'd' || key == 'D')
1068 { 877 {
1069 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
1070 879
1071 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1072 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
882
1073 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 883 treasurelist *tl = find_treasurelist ("starting_wealth");
884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
1074 886
1075 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
1076 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
1077 889
1078 op->contr->state = ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
1079 891
1080 if (op->msg) 892 if (op->msg)
1081 op->msg = NULL; 893 op->msg = NULL;
1082 894
1083 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
1084 * to save here. 896 * to save here.
1085 */ 897 */
1086 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1087 make_path_to_file (buf); 899 make_path_to_file (buf);
1088 900
1089#ifdef AUTOSAVE
1090 op->contr->last_save_tick = pticks;
1091#endif
1092 start_info (op); 901 start_info (op);
1093 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
1094 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
1095 link_player_skills (op); 904 link_player_skills (op);
1096 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
1097 fix_player (op); 906 op->update_stats ();
1098 907
1099 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1100 * is one for this race 909 * is one for this race
1101 */ 910 */
1102 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1103 { 912 {
1104 object *tmp; 913 object *tmp;
1105 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1106 915
1107 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1108 tmp = get_object (); 917 tmp = object::create ();
1109 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1110 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1111 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1112 enter_exit (op, tmp); /* we don't really care if it succeeded; 921 op->enter_exit (tmp); /* we don't really care if it succeeded;
1113 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1114 * default initial map */ 923 * default initial map */
1115 free_object (tmp); 924 tmp->destroy ();
1116 } 925 }
1117 else 926 else
1118 {
1119 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1120 } 928
1121 return 0; 929 return 0;
1122 } 930 }
1123 931
1124 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1125 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1129 while (!tmp_loop) 937 while (!tmp_loop)
1130 { 938 {
1131 shstr name = op->name; 939 shstr name = op->name;
1132 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1133 941
1134 remove_statbonus (op); 942 op->remove_statbonus ();
1135 remove_ob (op); 943 op->remove ();
1136 op->arch = get_player_archetype (op->arch); 944 op->arch = get_player_archetype (op->arch);
1137 copy_object (&op->arch->clone, op); 945 op->arch->clone.copy_to (op);
1138 op->instantiate (); 946 op->instantiate ();
1139 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1140 op->name = op->name_pl = name; 948 op->name = op->name_pl = name;
1141 op->x = x; 949 op->x = x;
1142 op->y = y; 950 op->y = y;
1143 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1144 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (op, op->map, op, 0);
1145 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 953 assign (op->contr->title, op->arch->clone.name);
1146 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1147 add_statbonus (op); 954 op->add_statbonus ();
1148 tmp_loop = allowed_class (op); 955 tmp_loop = allowed_class (op);
1149 } 956 }
1150 957
1151 update_object (op, UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op); 960 op->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0; 963 op->stats.grace = 0;
964
1157 if (op->msg) 965 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0; 969 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207
1208 play_again (op);
1209 return 1;
1210} 970}
1211 971
1212void 972void
1213flee_player (object *op) 973flee_player (object *op)
1214{ 974{
1244 { 1004 {
1245 op->enemy = NULL; 1005 op->enemy = NULL;
1246 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1247 return; 1007 return;
1248 } 1008 }
1009
1249 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1250 1011
1251 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1252 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1253 { 1014 {
1254 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1255 1016
1256 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1257 {
1258 return; 1018 return;
1259 }
1260 } 1019 }
1020
1261 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1262 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1263 op->enemy = NULL; 1023 op->enemy = NULL;
1264} 1024}
1265 1025
1270 */ 1030 */
1271int 1031int
1272check_pick (object *op) 1032check_pick (object *op)
1273{ 1033{
1274 object *tmp, *next; 1034 object *tmp, *next;
1275 tag_t next_tag = 0, op_tag;
1276 int stop = 0; 1035 int stop = 0;
1277 int j, k, wvratio; 1036 int j, k, wvratio;
1278 char putstring[128], tmpstr[16]; 1037 char putstring[128], tmpstr[16];
1279 1038
1280
1281 /* if you're flying, you cna't pick up anything */ 1039 /* if you're flying, you cna't pick up anything */
1282 if (op->move_type & MOVE_FLYING) 1040 if (op->move_type & MOVE_FLYING)
1283 return 1; 1041 return 1;
1284 1042
1285 op_tag = op->count;
1286
1287 next = op->below; 1043 next = op->below;
1288 if (next)
1289 next_tag = next->count;
1290 1044
1291 /* loop while there are items on the floor that are not marked as 1045 /* loop while there are items on the floor that are not marked as
1292 * destroyed */ 1046 * destroyed */
1293 while (next && !was_destroyed (next, next_tag)) 1047 while (next && !next->destroyed ())
1294 { 1048 {
1295 tmp = next; 1049 tmp = next;
1296 next = tmp->below; 1050 next = tmp->below;
1297 if (next)
1298 next_tag = next->count;
1299 1051
1300 if (was_destroyed (op, op_tag)) 1052 if (op->destroyed ())
1301 return 0; 1053 return 0;
1302 1054
1303 if (!can_pick (op, tmp)) 1055 if (!can_pick (op, tmp))
1304 continue; 1056 continue;
1305 1057
1313 /* high not bit set? We're using the old autopickup model */ 1065 /* high not bit set? We're using the old autopickup model */
1314 if (!(op->contr->mode & PU_NEWMODE)) 1066 if (!(op->contr->mode & PU_NEWMODE))
1315 { 1067 {
1316 switch (op->contr->mode) 1068 switch (op->contr->mode)
1317 { 1069 {
1318 case 0: 1070 case 0:
1319 return 1; /* don't pick up */ 1071 return 1; /* don't pick up */
1320 case 1: 1072 case 1:
1073 pick_up (op, tmp);
1074 return 1;
1075 case 2:
1076 pick_up (op, tmp);
1077 return 0;
1078 case 3:
1079 return 0; /* stop before pickup */
1080 case 4:
1081 pick_up (op, tmp);
1082 break;
1083 case 5:
1084 pick_up (op, tmp);
1085 stop = 1;
1086 break;
1087 case 6:
1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1321 pick_up (op, tmp); 1089 pick_up (op, tmp);
1322 return 1; 1090 break;
1091
1323 case 2: 1092 case 7:
1093 if (tmp->type == MONEY || tmp->type == GEM)
1324 pick_up (op, tmp); 1094 pick_up (op, tmp);
1325 return 0; 1095 break;
1326 case 3: 1096
1327 return 0; /* stop before pickup */ 1097 default:
1328 case 4: 1098 /* use value density */
1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1329 pick_up (op, tmp); 1101 pick_up (op, tmp);
1330 break;
1331 case 5:
1332 pick_up (op, tmp);
1333 stop = 1;
1334 break;
1335 case 6:
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1337 pick_up (op, tmp);
1338 break;
1339
1340 case 7:
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 pick_up (op, tmp);
1343 break;
1344
1345 default:
1346 /* use value density */
1347 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1348 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1349 pick_up (op, tmp);
1350 } 1102 }
1351 } 1103 }
1352 else 1104 else
1353 { /* old model */ 1105 { /* old model */
1354 /* NEW pickup handling */ 1106 /* NEW pickup handling */
1359 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1360 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 else 1113 else
1362 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1363 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366 sprintf (putstring, "...flags: ");
1367 for (k = 0; k < 4; k++)
1368 {
1369 for (j = 0; j < 32; j++)
1370 {
1371 if ((tmp->flags[k] >> j) & 0x01)
1372 {
1373 sprintf (tmpstr, "%d ", k * 32 + j);
1374 strcat (putstring, tmpstr);
1375 }
1376 }
1377 }
1378 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1379
1380#if 0
1381 /* print the flags too */
1382 for (k = 0; k < 4; k++)
1383 {
1384 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1385 for (j = 0; j < 32; j++)
1386 {
1387 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1388 if (!((j + 1) % 4))
1389 fprintf (stderr, " ");
1390 }
1391 fprintf (stderr, " [%d]\n", k * 32);
1392 }
1393#endif
1394 } 1118 }
1119
1395 /* philosophy: 1120 /* philosophy:
1396 * It's easy to grab an item type from a pile, as long as it's 1121 * It's easy to grab an item type from a pile, as long as it's
1397 * generic. This takes no game-time. For more detailed pickups 1122 * generic. This takes no game-time. For more detailed pickups
1398 * and selections, select-items shoul dbe used. This is a 1123 * and selections, select-items should be used. This is a
1399 * grab-as-you-run type mode that's really useful for arrows for 1124 * grab-as-you-run type mode that's really useful for arrows for
1400 * example. 1125 * example.
1401 * The drawback: right now it has no frontend, so you need to 1126 * The drawback: right now it has no frontend, so you need to
1402 * stick the bits you want into a calculator in hex mode and then 1127 * stick the bits you want into a calculator in hex mode and then
1403 * convert to decimal and then 'pickup <#> 1128 * convert to decimal and then 'pickup <#>
1437 /* question: don't pick up known-poisonous stuff? */ 1162 /* question: don't pick up known-poisonous stuff? */
1438 if (op->contr->mode & PU_FOOD) 1163 if (op->contr->mode & PU_FOOD)
1439 if (tmp->type == FOOD) 1164 if (tmp->type == FOOD)
1440 { 1165 {
1441 pick_up (op, tmp); 1166 pick_up (op, tmp);
1442 if (0)
1443 fprintf (stderr, "FOOD\n");
1444 continue; 1167 continue;
1445 } 1168 }
1169
1446 if (op->contr->mode & PU_DRINK) 1170 if (op->contr->mode & PU_DRINK)
1447 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1448 { 1172 {
1449 pick_up (op, tmp); 1173 pick_up (op, tmp);
1450 if (0)
1451 fprintf (stderr, "DRINK\n");
1452 continue; 1174 continue;
1453 } 1175 }
1454 1176
1455 if (op->contr->mode & PU_POTION) 1177 if (op->contr->mode & PU_POTION)
1456 if (tmp->type == POTION) 1178 if (tmp->type == POTION)
1457 { 1179 {
1458 pick_up (op, tmp); 1180 pick_up (op, tmp);
1459 if (0)
1460 fprintf (stderr, "POTION\n");
1461 continue; 1181 continue;
1462 } 1182 }
1463 1183
1464 /* spellbooks, skillscrolls and normal books/scrolls */ 1184 /* spellbooks, skillscrolls and normal books/scrolls */
1465 if (op->contr->mode & PU_SPELLBOOK) 1185 if (op->contr->mode & PU_SPELLBOOK)
1466 if (tmp->type == SPELLBOOK) 1186 if (tmp->type == SPELLBOOK)
1467 { 1187 {
1468 pick_up (op, tmp); 1188 pick_up (op, tmp);
1469 if (0)
1470 fprintf (stderr, "SPELLBOOK\n");
1471 continue; 1189 continue;
1472 } 1190 }
1191
1473 if (op->contr->mode & PU_SKILLSCROLL) 1192 if (op->contr->mode & PU_SKILLSCROLL)
1474 if (tmp->type == SKILLSCROLL) 1193 if (tmp->type == SKILLSCROLL)
1475 { 1194 {
1476 pick_up (op, tmp); 1195 pick_up (op, tmp);
1477 if (0)
1478 fprintf (stderr, "SKILLSCROLL\n");
1479 continue; 1196 continue;
1480 } 1197 }
1198
1481 if (op->contr->mode & PU_READABLES) 1199 if (op->contr->mode & PU_READABLES)
1482 if (tmp->type == BOOK || tmp->type == SCROLL) 1200 if (tmp->type == BOOK || tmp->type == SCROLL)
1483 { 1201 {
1484 pick_up (op, tmp); 1202 pick_up (op, tmp);
1485 if (0)
1486 fprintf (stderr, "READABLES\n");
1487 continue; 1203 continue;
1488 } 1204 }
1489 1205
1490 /* wands/staves/rods/horns */ 1206 /* wands/staves/rods/horns */
1491 if (op->contr->mode & PU_MAGIC_DEVICE) 1207 if (op->contr->mode & PU_MAGIC_DEVICE)
1492 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1493 { 1209 {
1494 pick_up (op, tmp); 1210 pick_up (op, tmp);
1495 if (0)
1496 fprintf (stderr, "MAGIC_DEVICE\n");
1497 continue; 1211 continue;
1498 } 1212 }
1499 1213
1500 /* pick up all magical items */ 1214 /* pick up all magical items */
1501 if (op->contr->mode & PU_MAGICAL) 1215 if (op->contr->mode & PU_MAGICAL)
1502 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1503 { 1217 {
1504 pick_up (op, tmp); 1218 pick_up (op, tmp);
1505 if (0)
1506 fprintf (stderr, "MAGICAL\n");
1507 continue; 1219 continue;
1508 } 1220 }
1509 1221
1510 if (op->contr->mode & PU_VALUABLES) 1222 if (op->contr->mode & PU_VALUABLES)
1511 { 1223 {
1512 if (tmp->type == MONEY || tmp->type == GEM) 1224 if (tmp->type == MONEY || tmp->type == GEM)
1513 { 1225 {
1514 pick_up (op, tmp); 1226 pick_up (op, tmp);
1515 if (0)
1516 fprintf (stderr, "MONEY/GEM\n");
1517 continue; 1227 continue;
1518 } 1228 }
1519 } 1229 }
1520 1230
1521 /* rings & amulets - talismans seems to be typed AMULET */ 1231 /* rings & amulets - talismans seems to be typed AMULET */
1522 if (op->contr->mode & PU_JEWELS) 1232 if (op->contr->mode & PU_JEWELS)
1523 if (tmp->type == RING || tmp->type == AMULET) 1233 if (tmp->type == RING || tmp->type == AMULET)
1524 { 1234 {
1525 pick_up (op, tmp); 1235 pick_up (op, tmp);
1236 continue;
1526 if (0) 1237 }
1527 fprintf (stderr, "JEWELS\n"); 1238
1239 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH)
1242 {
1243 pick_up (op, tmp);
1528 continue; 1244 continue;
1529 } 1245 }
1530 1246
1531 /* bows and arrows. Bows are good for selling! */ 1247 /* bows and arrows. Bows are good for selling! */
1532 if (op->contr->mode & PU_BOW) 1248 if (op->contr->mode & PU_BOW)
1533 if (tmp->type == BOW) 1249 if (tmp->type == BOW)
1534 { 1250 {
1535 pick_up (op, tmp); 1251 pick_up (op, tmp);
1536 if (0)
1537 fprintf (stderr, "BOW\n");
1538 continue; 1252 continue;
1539 } 1253 }
1254
1540 if (op->contr->mode & PU_ARROW) 1255 if (op->contr->mode & PU_ARROW)
1541 if (tmp->type == ARROW) 1256 if (tmp->type == ARROW)
1542 { 1257 {
1543 pick_up (op, tmp); 1258 pick_up (op, tmp);
1544 if (0)
1545 fprintf (stderr, "ARROW\n");
1546 continue; 1259 continue;
1547 } 1260 }
1548 1261
1549 /* all kinds of armor etc. */ 1262 /* all kinds of armor etc. */
1550 if (op->contr->mode & PU_ARMOUR) 1263 if (op->contr->mode & PU_ARMOUR)
1551 if (tmp->type == ARMOUR) 1264 if (tmp->type == ARMOUR)
1552 { 1265 {
1553 pick_up (op, tmp); 1266 pick_up (op, tmp);
1554 if (0)
1555 fprintf (stderr, "ARMOUR\n");
1556 continue; 1267 continue;
1557 } 1268 }
1269
1558 if (op->contr->mode & PU_HELMET) 1270 if (op->contr->mode & PU_HELMET)
1559 if (tmp->type == HELMET) 1271 if (tmp->type == HELMET)
1560 { 1272 {
1561 pick_up (op, tmp); 1273 pick_up (op, tmp);
1562 if (0)
1563 fprintf (stderr, "HELMET\n");
1564 continue; 1274 continue;
1565 } 1275 }
1276
1566 if (op->contr->mode & PU_SHIELD) 1277 if (op->contr->mode & PU_SHIELD)
1567 if (tmp->type == SHIELD) 1278 if (tmp->type == SHIELD)
1568 { 1279 {
1569 pick_up (op, tmp); 1280 pick_up (op, tmp);
1570 if (0)
1571 fprintf (stderr, "SHIELD\n");
1572 continue; 1281 continue;
1573 } 1282 }
1283
1574 if (op->contr->mode & PU_BOOTS) 1284 if (op->contr->mode & PU_BOOTS)
1575 if (tmp->type == BOOTS) 1285 if (tmp->type == BOOTS)
1576 { 1286 {
1577 pick_up (op, tmp); 1287 pick_up (op, tmp);
1578 if (0)
1579 fprintf (stderr, "BOOTS\n");
1580 continue; 1288 continue;
1581 } 1289 }
1290
1582 if (op->contr->mode & PU_GLOVES) 1291 if (op->contr->mode & PU_GLOVES)
1583 if (tmp->type == GLOVES) 1292 if (tmp->type == GLOVES)
1584 { 1293 {
1585 pick_up (op, tmp); 1294 pick_up (op, tmp);
1586 if (0)
1587 fprintf (stderr, "GLOVES\n");
1588 continue; 1295 continue;
1589 } 1296 }
1297
1590 if (op->contr->mode & PU_CLOAK) 1298 if (op->contr->mode & PU_CLOAK)
1591 if (tmp->type == CLOAK) 1299 if (tmp->type == CLOAK)
1592 { 1300 {
1593 pick_up (op, tmp); 1301 pick_up (op, tmp);
1594 if (0)
1595 fprintf (stderr, "GLOVES\n");
1596 continue; 1302 continue;
1597 } 1303 }
1598 1304
1599 /* hoping to catch throwing daggers here */ 1305 /* hoping to catch throwing daggers here */
1600 if (op->contr->mode & PU_MISSILEWEAPON) 1306 if (op->contr->mode & PU_MISSILEWEAPON)
1601 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1602 { 1308 {
1603 pick_up (op, tmp); 1309 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "MISSILEWEAPON\n");
1606 continue; 1310 continue;
1607 } 1311 }
1608 1312
1609 /* careful: chairs and tables are weapons! */ 1313 /* careful: chairs and tables are weapons! */
1610 if (op->contr->mode & PU_ALLWEAPON) 1314 if (op->contr->mode & PU_ALLWEAPON)
1613 { 1317 {
1614 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1615 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1616 { 1320 {
1617 pick_up (op, tmp); 1321 pick_up (op, tmp);
1618 if (0)
1619 fprintf (stderr, "WEAPON\n");
1620 continue; 1322 continue;
1621 } 1323 }
1622 } 1324 }
1325
1623 if (tmp->type == WEAPON && tmp->name == NULL) 1326 if (tmp->type == WEAPON && tmp->name == NULL)
1624 { 1327 {
1625 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1626 { 1329 {
1627 pick_up (op, tmp); 1330 pick_up (op, tmp);
1628 if (0)
1629 fprintf (stderr, "WEAPON\n");
1630 continue; 1331 continue;
1631 } 1332 }
1632 } 1333 }
1633 } 1334 }
1634 1335
1635 /* misc stuff that's useful */ 1336 /* misc stuff that's useful */
1636 if (op->contr->mode & PU_KEY) 1337 if (op->contr->mode & PU_KEY)
1637 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1638 { 1339 {
1639 pick_up (op, tmp); 1340 pick_up (op, tmp);
1640 if (0)
1641 fprintf (stderr, "KEY\n");
1642 continue; 1341 continue;
1643 } 1342 }
1644 1343
1645 /* any of the last 4 bits set means we use the ratio for value 1344 /* any of the last 4 bits set means we use the ratio for value
1646 * pickups */ 1345 * pickups */
1668 continue; 1367 continue;
1669 } 1368 }
1670 } 1369 }
1671 } /* the new pickup model */ 1370 } /* the new pickup model */
1672 } 1371 }
1372
1673 return !stop; 1373 return !stop;
1674} 1374}
1675 1375
1676/* 1376/*
1677 * Find an arrow in the inventory and after that 1377 * Find an arrow in the inventory and after that
1776 1476
1777object * 1477object *
1778pick_arrow_target (object *op, const char *type, int dir) 1478pick_arrow_target (object *op, const char *type, int dir)
1779{ 1479{
1780 object *tmp = NULL; 1480 object *tmp = NULL;
1781 mapstruct *m; 1481 maptile *m;
1782 int i, mflags, found, number; 1482 int i, mflags, found, number;
1783 sint16 x, y; 1483 sint16 x, y;
1784 1484
1785 if (op->map == NULL) 1485 if (op->map == NULL)
1786 return find_arrow (op, type); 1486 return find_arrow (op, type);
1846 */ 1546 */
1847int 1547int
1848fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1849{ 1549{
1850 object *left, *bow; 1550 object *left, *bow;
1851 tag_t left_tag, tag;
1852 int bowspeed, mflags; 1551 int bowspeed, mflags;
1853 mapstruct *m; 1552 maptile *m;
1854 1553
1855 if (!dir) 1554 if (!dir)
1856 { 1555 {
1857 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1858 return 0; 1557 return 0;
1859 } 1558 }
1559
1860 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1861 bow = op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1862 else 1562 else
1863 { 1563 {
1864 for (bow = op->inv; bow; bow = bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1872 { 1572 {
1873 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1874 return 0; 1574 return 0;
1875 } 1575 }
1876 } 1576 }
1577
1877 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1878 { 1579 {
1879 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1880 return 0; 1581 return 0;
1881 } 1582 }
1883 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1884 1585
1885 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1886 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1887 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1888 if (bowspeed < 1) 1590 if (bowspeed < 1)
1889 bowspeed = 1; 1591 bowspeed = 1;
1890 1592
1891 if (arrow == NULL) 1593 if (arrow == NULL)
1892 { 1594 {
1898 else 1600 else
1899 CLEAR_FLAG (op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1900 return 0; 1602 return 0;
1901 } 1603 }
1902 } 1604 }
1605
1903 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1904 if (mflags & P_OUT_OF_MAP) 1607 if (mflags & P_OUT_OF_MAP)
1905 {
1906 return 0; 1608 return 0;
1907 } 1609
1908 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1909 { 1611 {
1910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1612 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1911 return 0; 1613 return 0;
1912 } 1614 }
1913 1615
1914 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1915 if (arrow->nrof == 0) 1617 if (arrow->nrof == 0)
1916 { 1618 {
1917 remove_ob (arrow); 1619 arrow->destroy ();
1918 free_object (arrow);
1919 return 0; 1620 return 0;
1920 } 1621 }
1921 1622
1922 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1923 left_tag = left->count;
1924 arrow = get_split_ob (arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1925 if (arrow == NULL) 1625 if (!arrow)
1926 { 1626 {
1927 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1928 return 0; 1628 return 0;
1929 } 1629 }
1930 set_owner (arrow, op); 1630
1631 arrow->set_owner (op);
1931 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1932
1933 arrow->direction = dir; 1633 arrow->direction = dir;
1934 arrow->x = sx;
1935 arrow->y = sy;
1936 1634
1937 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1938 { 1636 {
1939 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1940 fix_player (op); 1638 op->update_stats ();
1941 } 1639 }
1942 1640
1943 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1944 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1945 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1946 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1947 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1948 arrow->spellarg = strdup_local (arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1949 1647
1950 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1951 * added to the damage. I think the strength bonus is more proper. 1649 * added to the damage. I think the strength bonus is more proper.
1952 */ 1650 */
1953 1651
1955 1653
1956 /* update the speed */ 1654 /* update the speed */
1957 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1958 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1959 1657
1960 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1961 arrow->speed = 1.0;
1962 update_ob_speed (arrow);
1963 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1964 1660
1965 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1966 { 1662 {
1967 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1971 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1972 } 1668 }
1973 else 1669 else
1974 { 1670 {
1975 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1976
1977 arrow->level = op->level; 1672 arrow->level = op->level;
1978 } 1673 }
1674
1979 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1980 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1677
1981 if (bow->slaying != NULL) 1678 if (bow->slaying)
1982 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1983 1680
1984 arrow->map = m;
1985 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1986 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1987 1683
1988 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1989 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1990 insert_ob_in_map (arrow, m, op, 0);
1991 1686
1992 if (!was_destroyed (arrow, tag)) 1687 if (!arrow->destroyed ())
1993 move_arrow (arrow); 1688 move_arrow (arrow);
1994 1689
1995 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1996 { 1691 {
1997 if (was_destroyed (left, left_tag)) 1692 if (left->destroyed ())
1998 esrv_del_item (op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1999 else 1694 else
2000 esrv_send_item (op, left); 1695 esrv_send_item (op, left);
2001 } 1696 }
1697
2002 return 1; 1698 return 1;
2003} 1699}
2004 1700
2005/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
2006 * account the special fire modes players can have 1702 * account the special fire modes players can have
2020 } 1716 }
2021 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2022 { 1718 {
2023 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2024 wcmod = -1; 1720 wcmod = -1;
1721
2025 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2026 } 1723 }
2027 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
2028 { 1725 {
2029 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2099 1796
2100 if (item->arch) 1797 if (item->arch)
2101 { 1798 {
2102 CLEAR_FLAG (item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
2103 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
2104 item->speed = 0; 1801 item->set_speed (0);
2105 update_ob_speed (item);
2106 } 1802 }
1803
2107 if ((tmp = is_player_inv (item))) 1804 if ((tmp = item->in_player ()))
2108 esrv_update_item (UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
2109 } 1806 }
2110 } 1807 }
2111 else if (item->type == ROD || item->type == HORN) 1808 else if (item->type == ROD || item->type == HORN)
2112 {
2113 drain_rod_charge (item); 1809 drain_rod_charge (item);
2114 }
2115 } 1810 }
2116} 1811}
2117 1812
2118/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
2119 */ 1814 */
2126 if (action_makes_visible (op)) 1821 if (action_makes_visible (op))
2127 make_visible (op); 1822 make_visible (op);
2128 1823
2129 switch (op->contr->shoottype) 1824 switch (op->contr->shoottype)
2130 { 1825 {
2131 case range_none: 1826 case range_none:
2132 return; 1827 return;
2133 1828
2134 case range_bow: 1829 case range_bow:
2135 player_fire_bow (op, dir); 1830 player_fire_bow (op, dir);
2136 return; 1831 return;
2137 1832
2138 case range_magic: /* Casting spells */ 1833 case range_magic: /* Casting spells */
2139 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2140 return; 1835 return;
2141 1836
2142 case range_misc: 1837 case range_misc:
2143 fire_misc_object (op, dir); 1838 fire_misc_object (op, dir);
2144 return; 1839 return;
2145 1840
2146 case range_golem: /* Control summoned monsters from scrolls */ 1841 case range_golem: /* Control summoned monsters from scrolls */
2147 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2148 { 1843 {
2149 op->contr->ranges[range_golem] = NULL; 1844 op->contr->ranges[range_golem] = 0;
2150 op->contr->shoottype = range_none; 1845 op->contr->shoottype = range_none;
2151 op->contr->golem_count = 0;
2152 } 1846 }
2153 else 1847 else
2154 control_golem (op->contr->ranges[range_golem], dir); 1848 control_golem (op->contr->ranges[range_golem], dir);
2155 return; 1849 return;
2156 1850
2157 case range_skill: 1851 case range_skill:
2158 if (!op->chosen_skill) 1852 if (!op->chosen_skill)
2159 { 1853 {
2160 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
2161 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2162 return; 1856 return;
2163 } 1857 }
1858
2164 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
2165 return; 1860 return;
2166 case range_builder: 1861 case range_builder:
2167 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
2168 return; 1863 return;
2169 default: 1864 default:
2170 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2171 return; 1866 return;
2172 } 1867 }
2173} 1868}
2174 1869
2175 1870
2176 1871
2263 * 0 otherwise 1958 * 0 otherwise
2264 */ 1959 */
2265static int 1960static int
2266player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2267{ 1962{
2268
2269 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* If its a door, try to find a use a key. If we do destroy the door,
2270 * might as well return immediately as there is nothing more to do - 1964 * might as well return immediately as there is nothing more to do -
2271 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2272 */ 1966 */
2273 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2311 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2312 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2313 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2314 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2315 */ 2009 */
2316
2317void 2010void
2318move_player_attack (object *op, int dir) 2011move_player_attack (object *op, int dir)
2319{ 2012{
2320 object *tmp, *mon; 2013 object *tmp, *mon;
2321 sint16 nx, ny; 2014 sint16 nx, ny;
2322 int on_battleground; 2015 int on_battleground;
2323 mapstruct *m; 2016 maptile *m;
2324 2017
2325 nx = freearr_x[dir] + op->x; 2018 nx = freearr_x[dir] + op->x;
2326 ny = freearr_y[dir] + op->y; 2019 ny = freearr_y[dir] + op->y;
2327 2020
2328 on_battleground = op_on_battleground (op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2329 2022
2330 /* If braced, or can't move to the square, and it is not out of the 2023 /* If braced, or can't move to the square, and it is not out of the
2331 * map, attack it. Note order of if statement is important - don't 2024 * map, attack it. Note order of if statement is important - don't
2332 * want to be calling move_ob if braced, because move_ob will move the 2025 * want to be calling move_ob if braced, because move_ob will move the
2333 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2338 */ 2031 */
2339 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2340 { 2033 {
2341 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2342 { 2035 {
2343 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2344 if (!m) 2037 if (!m)
2345 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2346 } 2039 }
2347 else 2040 else
2348 m = op->map; 2041 m = op->map;
2349 2042
2350 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2351 {
2352 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2353 return; 2044 return;
2354 }
2355 2045
2356 mon = NULL; 2046 mon = 0;
2357 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* Go through all the objects, and find ones of interest. Only stop if
2358 * we find a monster - that is something we know we want to attack. 2048 * we find a monster - that is something we know we want to attack.
2359 * if its a door or barrel (can roll) see if there may be monsters 2049 * if its a door or barrel (can roll) see if there may be monsters
2360 * on the space 2050 * on the space
2361 */ 2051 */
2362 while (tmp != NULL) 2052 while (tmp)
2363 { 2053 {
2364 if (tmp == op) 2054 if (tmp == op)
2365 { 2055 {
2366 tmp = tmp->above; 2056 tmp = tmp->above;
2367 continue; 2057 continue;
2368 } 2058 }
2059
2369 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2370 { 2061 {
2371 mon = tmp; 2062 mon = tmp;
2372 break; 2063 break;
2373 } 2064 }
2065
2374 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2375 mon = tmp; 2067 mon = tmp;
2068
2376 tmp = tmp->above; 2069 tmp = tmp->above;
2377 } 2070 }
2378 2071
2379 if (mon == NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2380 return; /* into a wall */ 2073 return; /* into a wall */
2381 2074
2382 if (mon->head != NULL) 2075 if (mon->head)
2383 mon = mon->head; 2076 mon = mon->head;
2384 2077
2385 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2386 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2387 return; 2080 return;
2399 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2400 */ 2093 */
2401 if ((op->type == PLAYER) 2094 if ((op->type == PLAYER)
2402#if COZY_SERVER 2095#if COZY_SERVER
2403 && 2096 &&
2404 ((get_owner (mon) && get_owner (mon)->contr 2097 ((mon->owner && mon->owner->contr
2405 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2406#else 2099#else
2407 && get_owner (mon) == op 2100 && mon->owner == op
2408#endif 2101#endif
2409 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2410 { 2103 {
2411 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2412 if (op->contr->braced) 2105 if (op->contr->braced)
2413 return; 2106 return;
2107
2414 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2415 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2416 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2417 make_visible (op); 2111 make_visible (op);
2112
2418 return; 2113 return;
2419 } 2114 }
2420 2115
2421 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2422 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2424 * attack them either. 2119 * attack them either.
2425 */ 2120 */
2426 if ((mon->type == PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2427 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2428#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2429 (op->contr->peaceful 2124 (op->contr->peaceful
2430 || (mon->type == PLAYER 2125 || (mon->type == PLAYER
2431 && mon->contr-> 2126 && mon->contr->
2432 peaceful)) && 2127 peaceful)) &&
2433#else 2128#else
2434 op->contr->peaceful && 2129 op->contr->peaceful &&
2435#endif 2130#endif
2436 !on_battleground)) 2131 !on_battleground))
2437 { 2132 {
2438 if (!op->contr->braced) 2133 if (!op->contr->braced)
2439 { 2134 {
2440 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2441 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2442 } 2137 }
2443 else 2138 else
2444 {
2445 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2446 } 2140
2447 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2448 make_visible (op); 2142 make_visible (op);
2449 } 2143 }
2450 2144
2451 /* If the object is a boulder or other rollable object, then 2145 /* If the object is a boulder or other rollable object, then
2462 * Way it works is like this: First, it must have some hit points 2156 * Way it works is like this: First, it must have some hit points
2463 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2464 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2465 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2466 */ 2160 */
2467
2468 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2469 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2470 { 2163 {
2471 2164
2472 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2479 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2480 2173
2481 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2482 } 2175 }
2483 2176
2484 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2485 2178
2486 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2487 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2488 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2489 * the wiz. 2182 * the wiz.
2491 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2492 { 2185 {
2493 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2494 2187
2495 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2496 skill_attack (op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2497 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2498 } 2191 }
2192
2499 if (action_makes_visible (op)) 2193 if (action_makes_visible (op))
2500 make_visible (op); 2194 make_visible (op);
2501 } 2195 }
2502 } /* if player should attack something */ 2196 } /* if player should attack something */
2503} 2197}
2505int 2199int
2506move_player (object *op, int dir) 2200move_player (object *op, int dir)
2507{ 2201{
2508 int pick; 2202 int pick;
2509 2203
2510 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2511 return 0; 2205 return 0;
2512 2206
2513 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2514 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2515 { 2209 {
2516 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2517 return 0; 2211 return 0;
2518 } 2212 }
2519 2213
2520 /* peterm: added following line */ 2214 /* peterm: added following line */
2521 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2522 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2523 2217
2524 op->facing = dir; 2218 op->facing = dir;
2525 2219
2526 if (op->hide) 2220 if (op->hide)
2527 do_hidden_move (op); 2221 do_hidden_move (op);
2538 2232
2539 /* Add special check for newcs players and fire on - this way, the 2233 /* Add special check for newcs players and fire on - this way, the
2540 * server can handle repeat firing. 2234 * server can handle repeat firing.
2541 */ 2235 */
2542 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2543 {
2544 op->direction = dir; 2237 op->direction = dir;
2545 }
2546 else 2238 else
2547 {
2548 op->direction = 0; 2239 op->direction = 0;
2549 } 2240
2550 /* Update how the player looks. Use the facing, so direction may 2241 /* Update how the player looks. Use the facing, so direction may
2551 * get reset to zero. This allows for full animation capabilities 2242 * get reset to zero. This allows for full animation capabilities
2552 * for players. 2243 * for players.
2553 */ 2244 */
2554 animate_object (op, op->facing); 2245 animate_object (op, op->facing);
2599 /* I've been seeing crashes where the golem has been destroyed, but 2290 /* I've been seeing crashes where the golem has been destroyed, but
2600 * the player object still points to the defunct golem. The code that 2291 * the player object still points to the defunct golem. The code that
2601 * destroys the golem looks correct, and it doesn't always happen, so 2292 * destroys the golem looks correct, and it doesn't always happen, so
2602 * put this in a a workaround to clean up the golem pointer. 2293 * put this in a a workaround to clean up the golem pointer.
2603 */ 2294 */
2604 if (op->contr->ranges[range_golem] &&
2605 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2606 {
2607 op->contr->ranges[range_golem] = NULL; 2296 op->contr->ranges[range_golem] = 0;
2608 op->contr->golem_count = 0;
2609 }
2610 2297
2611 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2612 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2613 * called, so we recheck it here. 2300 * called, so we recheck it here.
2614 */ 2301 */
2615 HandleClient (&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2616 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2617 return 0; 2306 {
2618
2619 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2620 { 2308 {
2621 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2622 op->speed_left--; 2310 op->speed_left--;
2623 2311
2624 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2625 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2626 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2627 */ 2315 */
2628 move_player (op, op->direction); 2316 move_player (op, op->direction);
2629 if (op->speed_left > 0) 2317
2630 return 1; 2318 return op->speed_left > 0;
2631 else 2319 }
2632 return 0;
2633 } 2320 }
2321
2634 return 0; 2322 return 0;
2635} 2323}
2636 2324
2637int 2325int
2638save_life (object *op) 2326save_life (object *op)
2639{ 2327{
2640 object *tmp;
2641
2642 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2643 return 0; 2329 return 0;
2644 2330
2645 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2646 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2647 { 2333 {
2648 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336
2650 if (op->contr) 2337 if (op->contr)
2651 esrv_del_item (op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2652 remove_ob (tmp); 2339
2653 free_object (tmp); 2340 tmp->destroy ();
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2655 if (op->stats.hp < 0) 2343 if (op->stats.hp < 0)
2656 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2657 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2658 op->stats.food = 999; 2347 op->stats.food = 999;
2659 fix_player (op); 2348
2349 op->update_stats ();
2660 return 1; 2350 return 1;
2661 } 2351 }
2352
2662 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2663 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2664 enter_player_savebed (op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2665 return 0; 2356 return 0;
2666} 2357}
2675{ 2366{
2676 object *next; 2367 object *next;
2677 2368
2678 while (op) 2369 while (op)
2679 { 2370 {
2680 next = op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2681 * we remove object 'op' 2372
2682 */
2683 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2684 { 2374 {
2685 remove_ob (op);
2686 op->x = env->x;
2687 op->y = env->y;
2688 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2689 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2690 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2691 } 2379 }
2692 else if (op->inv) 2380 else if (op->inv)
2693 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2694 op = next; 2383 op = next;
2695 } 2384 }
2696} 2385}
2697
2698 2386
2699/* 2387/*
2700 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2701 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2702 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2713 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2714 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2715 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2716 else 2404 else
2717 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2408 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2721 sprintf (buf, "who was in level %d when killed\n", op->level); 2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2722 else 2411 else
2723 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2415 strcat (buf2, buf);
2726 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2727 { 2417 {
2728 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2729 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2730 strcat (buf2, buf); 2420 strcat (buf2, buf);
2731 } 2421 }
2422
2732 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2733 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2734 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2735 return buf2; 2427 return buf2;
2736} 2428}
2737
2738
2739 2429
2740void 2430void
2741do_some_living (object *op) 2431do_some_living (object *op)
2742{ 2432{
2743 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2752 const int max_grace = 1; 2442 const int max_grace = 1;
2753 2443
2754 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2755 { 2445 {
2756 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2757 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2758 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2759 } 2449 }
2760 2450
2761 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2762 { 2452 {
2763
2764 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2765 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2766 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2767 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2768 else 2457 else
2769 { 2458 {
2770 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2771 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2772 } 2461 }
2462
2773 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2774 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2775 else 2465 else
2776 { 2466 {
2777 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2778 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2779 } 2469 }
2470
2780 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2781 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2782 else 2473 else
2783 { 2474 {
2784 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2800 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2801 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2802 op->stats.food = last_food; 2493 op->stats.food = last_food;
2803 } 2494 }
2804 } 2495 }
2496
2805 if (max_sp > 1) 2497 if (max_sp > 1)
2806 { 2498 {
2807 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2808 if (over_sp > 0) 2500 if (over_sp > 0)
2809 { 2501 {
2810 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2811 { 2503 {
2812 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2813 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2814 op->stats.sp--; 2507 op->stats.sp--;
2508
2815 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2816 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2817 } 2511 }
2818 op->last_sp = 0; 2512 op->last_sp = 0;
2819 } 2513 }
2820 else 2514 else
2821 {
2822 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2823 }
2824 } 2516 }
2825 else 2517 else
2826 {
2827 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2828 }
2829 } 2519 }
2830 2520
2831 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2832 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2833 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2834 { 2524 {
2835 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2836 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2837 if (max_grace > 1) 2528 if (max_grace > 1)
2838 { 2529 {
2839 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2840 if (over_grace > 0) 2531 if (over_grace > 0)
2841 { 2532 {
2869 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2870 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2871 op->stats.food = last_food; 2562 op->stats.food = last_food;
2872 } 2563 }
2873 } 2564 }
2565
2874 if (max_hp > 1) 2566 if (max_hp > 1)
2875 { 2567 {
2876 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2877 if (over_hp > 0) 2569 if (over_hp > 0)
2878 { 2570 {
2902 2594
2903 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2904 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2905 else 2597 else
2906 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2907 /* dms do not consume food */ 2600 /* dms do not consume food */
2908 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2909 op->stats.food--; 2602 op->stats.food--;
2910 } 2603 }
2911 }
2912 2604
2913 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2914 { 2606 {
2915 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2916 2608
2917 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2918 { 2610 {
2919 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2920 {
2921 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2922 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2923 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2924 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2925 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2926 break; 2618 break;
2927 } 2619 }
2928 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2929 flesh = tmp; 2621 flesh = tmp;
2930 } /* End if paid for object */ 2622 } /* End if paid for object */
2931 } /* end of for loop */ 2623 } /* end of for loop */
2624
2932 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2933 * eat flesh instead. 2626 * eat flesh instead.
2934 */ 2627 */
2935 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2936 { 2629 {
2937 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2938 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2939 } 2632 }
2940 } /* end if player is starving */ 2633 }
2941 2634
2942 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2943 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2944 2637
2945 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2946 kill_player (op); 2639 kill_player (op);
2640 }
2947} 2641}
2948
2949
2950 2642
2951/* If the player should die (lack of hp, food, etc), we call this. 2643/* If the player should die (lack of hp, food, etc), we call this.
2952 * op is the player in jeopardy. If the player can not be saved (not 2644 * op is the player in jeopardy. If the player can not be saved (not
2953 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2954 * file. 2646 * file.
2958{ 2650{
2959 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2960 int x, y; 2652 int x, y;
2961 2653
2962 //int i; 2654 //int i;
2963 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2964 2656
2965 /* int z; 2657 /* int z;
2966 int num_stats_lose; 2658 int num_stats_lose;
2967 int lost_a_stat; 2659 int lost_a_stat;
2968 int lose_this_stat; 2660 int lose_this_stat;
2983 { 2675 {
2984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2985 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2986 2678
2987 /* restore player */ 2679 /* restore player */
2988 at = find_archetype ("poisoning"); 2680 at = archetype::find ("poisoning");
2989 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2682 {
2992 remove_ob (tmp); 2683 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2995 } 2685 }
2996 2686
2997 at = find_archetype ("confusion"); 2687 at = archetype::find ("confusion");
2998 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2999 if (tmp)
3000 { 2689 {
3001 remove_ob (tmp); 2690 tmp->destroy ();
3002 free_object (tmp);
3003 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3004 } 2692 }
3005 2693
3006 cure_disease (op, 0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
3007 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
3008 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
3009 op->stats.food = 999; 2697 op->stats.food = 999;
3010 2698
3011 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
3012 tmp = arch_to_object (find_archetype ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
3013 if (tmp != NULL)
3014 { 2701 {
3015 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
3016 tmp->name = buf; 2703 tmp->name = buf;
3017 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
3018 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
3019 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3020 tmp->msg = buf; 2707 tmp->msg = buf;
3021 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3022 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
3023 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
3024 insert_ob_in_map (tmp, op->map, op, 0);
3025 } 2711 }
3026 2712
3027 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
3028 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
3029 op->contr->braced = 0; 2715 op->contr->braced = 0;
3034 2720
3035 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
3036 2722
3037 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
3038 { 2724 {
3039 if (op->contr->explore)
3040 {
3041 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3042 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3043 op->stats.food = 999;
3044 return;
3045 }
3046 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
3047 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3048 } 2727 }
3049 else 2728 else
3050 {
3051 if (op->contr->explore)
3052 {
3053 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3054 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3055 op->stats.hp = op->stats.maxhp;
3056 return;
3057 }
3058 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3059 } 2730
3060 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3061 2732
3062 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3063 x = op->x; 2734 x = op->x;
3064 y = op->y; 2735 y = op->y;
3065 map = op->map; 2736 map = op->map;
3066 2737
3067
3068 if (settings.not_permadeth == TRUE)
3069 {
3070 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3071 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
3072 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
3073 */ 2741 */
3074 2742
3075 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3076 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3077 * of death. 2745 * of death.
3078 */ 2746 */
3079#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3080 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3081 { 2749 {
3082 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3083 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
3084 more if they do. */ 2752 more if they do. */
3085 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3086 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3087 little bit harder. */ 2755 little bit harder. */
3088 /* GD */ 2756 /* GD */
3089 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3090 num_stats_lose = 1; 2758 num_stats_lose = 1;
3091 else
3092 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3093 }
3094 else 2759 else
3095 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3096 num_stats_lose = 1; 2763 num_stats_lose = 1;
3097 } 2764
3098 lost_a_stat = 0; 2765 lost_a_stat = 0;
3099 2766
3100 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3101 { 2768 {
3102 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3103 2770
3104 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3105 { 2772 {
3106 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
3107 * what he lost. 2774 * what he lost.
3108 */ 2775 */
3109 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3110 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3111 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3112 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3113 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3114 lost_a_stat = 1; 2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
3115 } 2794 }
3116 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3117 { 2797 {
3118 /* deplete a stat */ 2798 /* GD */
3119 archetype *deparch = find_archetype ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3120 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3121 2801 if (this_stat < 0)
3122 dep = present_arch_in_ob (deparch, op);
3123 if (!dep)
3124 { 2802 {
3125 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3126 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3127 } 2805
3128 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3129 if (settings.balanced_stat_loss)
3130 {
3131 /* GD */
3132 /* Get the stat that we're about to deplete. */
3133 this_stat = get_attr_value (&(dep->stats), i);
3134 if (this_stat < 0) 2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3135 { 2812 {
3136 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3137 int keep_chance = this_stat * this_stat;
3138
3139 /* Yes, I am paranoid. Sue me. */
3140 if (keep_chance < 1)
3141 keep_chance = 1;
3142
3143 /* There is a maximum depletion total per level. */
3144 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3145 {
3146 lose_this_stat = 0; 2813 lose_this_stat = 0;
3147 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3148 retain the stat. */ 2815 retain the stat. */
3149 }
3150 else
3151 {
3152 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3153 lose_this_stat = 0;
3154 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3155 this_stat, keep_chance, loss_chance,
3156 lose_this_stat?"LOSE":"KEEP"); */
3157 }
3158 } 2816 }
3159 }
3160
3161 if (lose_this_stat)
3162 {
3163 this_stat = get_attr_value (&(dep->stats), i);
3164 /* We could try to do something clever like find another
3165 * stat to reduce if this fails. But chances are, if
3166 * stats have been depleted to -50, all are pretty low
3167 * and should be roughly the same, so it shouldn't make a
3168 * difference.
3169 */ 2817 else
3170 if (this_stat >= -50)
3171 { 2818 {
3172 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3173 SET_FLAG (dep, FLAG_APPLIED);
3174 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3175 fix_player (op);
3176 lost_a_stat = 1; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
3177 } 2824 }
3178 } 2825 }
3179 } 2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
3180 } 2845 }
2846 }
2847 }
3181 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3182 if (!lost_a_stat) 2849 if (!lost_a_stat)
3183 { 2850 {
3184 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3185 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3186 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3187 2854
3188 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3189 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3190 else 2857 else
3191 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3192 } 2859 }
2860#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3193#endif 2862#endif
3194 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3195 2863
3196 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3197 * exp loss on the stone. 2865 * exp loss on the stone.
3198 */ 2866 */
3199 tmp = arch_to_object (find_archetype ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3200 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3201 tmp->name = buf; 2869 tmp->name = buf;
3202 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3203 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3204 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); 2872 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);
3205 tmp->msg = buf; 2873 tmp->msg = buf;
3206 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3207 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3208 2876
3209 /**************************************/ 2877 /**************************************/
3210 /* */ 2878 /* */
3211 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3212 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3213 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3214 /* */ 2882 /* */
3215
3216 /**************************************/ 2883 /**************************************/
3217 2884
3218 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3219 /* restore player */ 2886 /* restore player */
3220 at = find_archetype ("poisoning"); 2887 at = archetype::find ("poisoning");
3221 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
2889
3222 if (tmp) 2890 if (tmp)
3223 { 2891 {
3224 remove_ob (tmp); 2892 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3227 } 2894 }
3228 2895
3229 at = find_archetype ("confusion"); 2896 at = archetype::find ("confusion");
3230 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3231 if (tmp) 2898 if (tmp)
3232 { 2899 {
3233 remove_ob (tmp); 2900 tmp->destroy ();
3234 free_object (tmp);
3235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3236 } 2902 }
2903
3237 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3238 2905
3239 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3240 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3241 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3242 op->stats.food = 900; 2909 op->stats.food = 900;
3243 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3244 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3245 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3246 2913
3247 /* 2914 /*
3248 * Check to see if the player is in a shop. IF so, then check to see if 2915 * Check to see if the player is in a shop. IF so, then check to see if
3249 * the player has any unpaid items. If so, remove them and put them back 2916 * the player has any unpaid items. If so, remove them and put them back
3250 * in the map. 2917 * in the map.
3251 */ 2918 */
3252 2919
3253 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3254 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3255 2922
3256 /****************************************/ 2923 /****************************************/
3257 /* */ 2924 /* */
3258 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3259 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3260 /* */ 2927 /* */
3261
3262 /****************************************/ 2928 /****************************************/
3263 2929
3264 enter_player_savebed (op); 2930 enter_player_savebed (op);
3265 2931
3266 /* Save the player before inserting the force to reduce
3267 * chance of abuse.
3268 */
3269 op->contr->braced = 0; 2932 op->contr->braced = 0;
3270 save_player (op, 1);
3271 2933
3272 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3273 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3274 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3275 * on the space that might harm the player. 2937 * on the space that might harm the player.
3276 */ 2938 */
3277 will_kill_again = 0; 2939 will_kill_again = 0;
3278 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3279 {
3280 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3281 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3282 } 2943
3283 if (will_kill_again) 2944 if (will_kill_again)
3284 { 2945 {
3285 object *force; 2946 object *force;
3286 int at; 2947 int at;
3287 2948
3288 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3289 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3290 force->speed = 0.1; 2951 force->speed = 0.1;
3291 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3292 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3293 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3294 {
3295 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3296 force->resist[at] = 100; 2956 force->resist[at] = 100;
3297 } 2957
3298 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3299 fix_player (op); 2959 op->update_stats ();
3300 2960
3301 } 2961 }
3302 2962
3303 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3304 return;
3305 } /* NOT_PERMADETH */
3306 else
3307 {
3308 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3309 * should probably be embedded in an else statement.
3310 */
3311
3312 op->contr->party = NULL;
3313 if (settings.set_title == TRUE)
3314 op->contr->own_title[0] = '\0';
3315 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3316 check_score (op);
3317 if (op->contr->ranges[range_golem] != NULL)
3318 {
3319 remove_friendly_object (op->contr->ranges[range_golem]);
3320 remove_ob (op->contr->ranges[range_golem]);
3321 free_object (op->contr->ranges[range_golem]);
3322 op->contr->ranges[range_golem] = NULL;
3323 op->contr->golem_count = 0;
3324 }
3325 loot_object (op); /* Remove some of the items for good */
3326 remove_ob (op);
3327 op->direction = 0;
3328
3329 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3330 {
3331 delete_character (op->name, 0);
3332 if (settings.resurrection == TRUE)
3333 {
3334 /* save playerfile sans equipment when player dies
3335 ** then save it as player.pl.dead so that future resurrection
3336 ** type spells will work on them nicely
3337 */
3338 delete_character (op->name, 0);
3339 op->stats.hp = op->stats.maxhp;
3340 op->stats.food = 999;
3341
3342 /* set the location of where the person will reappear when */
3343 /* maybe resurrection code should fix map also */
3344 strcpy (op->contr->maplevel, settings.emergency_mapname);
3345 if (op->map != NULL)
3346 op->map = NULL;
3347 op->x = settings.emergency_x;
3348 op->y = settings.emergency_y;
3349 save_player (op, 0);
3350 op->map = map;
3351 /* please see resurrection.c: peterm */
3352 dead_player (op);
3353 }
3354 else
3355 delete_character (op->name, 1);
3356 }
3357
3358 play_again (op);
3359
3360 /* peterm: added to create a corpse at deathsite. */
3361 tmp = arch_to_object (find_archetype ("corpse_pl"));
3362 sprintf (buf, "%s", &op->name);
3363 tmp->name = tmp->name_pl = buf;
3364 tmp->level = op->level;
3365 tmp->x = x;
3366 tmp->y = y;
3367 tmp->msg = gravestone_text (op);
3368 SET_FLAG (tmp, FLAG_UNIQUE);
3369 insert_ob_in_map (tmp, map, NULL, 0);
3370 }
3371} 2964}
3372
3373 2965
3374void 2966void
3375loot_object (object *op) 2967loot_object (object *op)
3376{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3377 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3378 2970
3379 if (op->container) 2971 if (op->container)
3380 { /* close open sack first */
3381 esrv_apply_container (op, op->container); 2972 esrv_apply_container (op, op->container); /* close open sack first */
3382 }
3383 2973
3384 for (tmp = op->inv; tmp != NULL; tmp = next) 2974 for (tmp = op->inv; tmp; tmp = next)
3385 { 2975 {
3386 next = tmp->below; 2976 next = tmp->below;
3387 if (tmp->type == EXPERIENCE || tmp->invisible) 2977
2978 if (tmp->invisible)
3388 continue; 2979 continue;
3389 remove_ob (tmp); 2980
2981 tmp->remove ();
3390 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3391 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3392 { /* empty container to ground */ 2984 { /* empty container to ground */
3393 loot_object (tmp); 2985 loot_object (tmp);
3394 } 2986 }
3395 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3396 { 2988 {
3397 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3398 { 2990 {
3399 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3400 free_object (tmp2); 2992 tmp2->destroy ();
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2993 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2994 }
3403 else 2995 else
3404 free_object (tmp); 2996 tmp->destroy ();
3405 } 2997 }
3406 else 2998 else
3407 insert_ob_in_map (tmp, op->map, NULL, 0); 2999 insert_ob_in_map (tmp, op->map, NULL, 0);
3408 } 3000 }
3409} 3001}
3415 */ 3007 */
3416 3008
3417void 3009void
3418fix_weight (void) 3010fix_weight (void)
3419{ 3011{
3420 player *pl; 3012 for_all_players (pl)
3421
3422 for (pl = first_player; pl != NULL; pl = pl->next)
3423 { 3013 {
3424 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3425 3015
3426 if (old == sum) 3016 if (old == sum)
3427 continue; 3017 continue;
3428 fix_player (pl->ob); 3018 pl->ob->update_stats ();
3429 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3430 } 3020 }
3431} 3021}
3432 3022
3433void 3023void
3434fix_luck (void) 3024fix_luck (void)
3435{ 3025{
3436 player *pl; 3026 for_all_players (pl)
3437
3438 for (pl = first_player; pl != NULL; pl = pl->next)
3439 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3440 change_luck (pl->ob, 0); 3028 pl->ob->change_luck (0);
3441} 3029}
3442
3443 3030
3444/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3445 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3446 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3447 */ 3034 */
3448
3449void 3035void
3450cast_dust (object *op, object *throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3451{ 3037{
3452 object *skop, *spob; 3038 object *skop, *spob;
3453 3039
3474 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3475 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3476 3062
3477 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3478 3064
3479 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3480 remove_ob (throw_ob);
3481 free_object (throw_ob);
3482} 3066}
3483 3067
3484void 3068void
3485make_visible (object *op) 3069make_visible (object *op)
3486{ 3070{
3500 object *tmp = NULL; 3084 object *tmp = NULL;
3501 3085
3502 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3503 return 1; 3087 return 1;
3504 3088
3505 if (op->type == PLAYER)
3506 for (tmp = op->inv; tmp; tmp = tmp->below)
3507 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3508 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3509 return 1;
3510 return 0; 3089 return 0;
3511} 3090}
3512 3091
3513/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3514 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3570 3149
3571 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3572 3151
3573 /* its *extremely* hard to run and sneak/hide at the same time! */ 3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3574 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3575 {
3576 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3577 { 3155 {
3578 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3156 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3579 make_visible (op); 3157 make_visible (op);
3580 return; 3158 return;
3581 } 3159 }
3582 else 3160 else
3583 num += 20; 3161 num += 20;
3584 } 3162
3585 num += op->map->difficulty; 3163 num += op->map->difficulty;
3586 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3587 num -= hide; 3165 num -= hide;
3166
3588 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3589 { 3168 {
3590 make_visible (op); 3169 make_visible (op);
3591 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3592 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3593 } 3172 }
3594 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3595 {
3596 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3597 }
3598} 3175}
3599 3176
3600/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3601 3178
3602int 3179int
3603stand_near_hostile (object *who) 3180stand_near_hostile (object *who)
3604{ 3181{
3605 object *tmp = NULL; 3182 object *tmp = NULL;
3606 int i, friendly = 0, player = 0, mflags; 3183 int i, friendly = 0, player = 0, mflags;
3607 mapstruct *m; 3184 maptile *m;
3608 sint16 x, y; 3185 sint16 x, y;
3609 3186
3610 if (!who) 3187 if (!who)
3611 return 0; 3188 return 0;
3612 3189
3629 if (mflags & P_OUT_OF_MAP) 3206 if (mflags & P_OUT_OF_MAP)
3630 continue; 3207 continue;
3631 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3632 continue; 3209 continue;
3633 3210
3634 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3635 { 3212 {
3636 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3213 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3637 return 1; 3214 return 1;
3638 else if (tmp->type == PLAYER) 3215 else if (tmp->type == PLAYER)
3639 { 3216 {
3669 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3670 { 3247 {
3671 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3672 return -1; 3249 return -1;
3673 } 3250 }
3251
3674 if (!pl || !op) 3252 if (!pl || !op)
3675 return 0; 3253 return 0;
3676 3254
3677 if (op->head)
3678 {
3679 op = op->head; 3255 op = op->head_ ();
3680 } 3256
3681 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3682 3258
3683 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3684 * through the object and find if it has any 3260 * through the object and find if it has any
3685 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3693 3269
3694 /* only the viewable area the player sees is updated by LOS 3270 /* only the viewable area the player sees is updated by LOS
3695 * code, so we need to restrict ourselves to that range of values 3271 * code, so we need to restrict ourselves to that range of values
3696 * for any meaningful values. 3272 * for any meaningful values.
3697 */ 3273 */
3698 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3699 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3700 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3701 return 1; 3277 return 1;
3702 op = op->more; 3278 op = op->more;
3703 } 3279 }
3704 return 0; 3280 return 0;
3705} 3281}
3815 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3816 return; 3392 return;
3817 3393
3818 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3819 3395
3820 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3821 { 3397 {
3822 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3823 return; 3399 return;
3824 } 3400 }
3825 3401
3891 { 3467 {
3892 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3893 object *skin; 3469 object *skin;
3894 3470
3895 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3896 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3474 ;
3475
3897 if (skin == NULL) 3476 if (!skin)
3898 return; 3477 return;
3899 3478
3900 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3901 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3902 { 3481 {
3947 * not readied. 3526 * not readied.
3948 */ 3527 */
3949void 3528void
3950player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3951{ 3530{
3952 rangetype i;
3953
3954 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3955 {
3956 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3957 { 3533 {
3958 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3959 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3960 {
3961 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3962 }
3963 } 3537 }
3964 }
3965} 3538}

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