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Comparing deliantra/server/server/player.C (file contents):
Revision 1.24 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 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
321/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
323 * mode. 369 * mode.
324 */ 370 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 371player *
372player::create ()
373{
374 player *pl = new player;
330 375
331 p = get_player (NULL); 376 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 377 set_first_map (pl->ob);
343 378
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 379 return pl;
351} 380}
352 381
353/* 382/*
354 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
364 { 393 {
365 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
366 at = first_archetype; 395 at = first_archetype;
367 else 396 else
368 at = at->next; 397 at = at->next;
398
369 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
370 return at; 400 return at;
401
371 if (at == start) 402 if (at == start)
372 { 403 {
373 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 405 exit (-1);
375 } 406 }
376 } 407 }
377} 408}
378 409
379
380object * 410object *
381get_nearest_player (object *mon) 411get_nearest_player (object *mon)
382{ 412{
383 object *op = NULL; 413 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 414 objectlink *ol;
386 unsigned lastdist; 415 unsigned lastdist;
387 rv_vector rv; 416 rv_vector rv;
388 417
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 419 {
391 /* 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
392 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 427 object *tmp = ol->ob;
399 428
400 /* 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
401 * itself will have been cleared. 430 * itself will have been cleared.
402 */ 431 */
403 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 ());
404 ol = ol->next; 434 ol = ol->next;
405 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
406 if (!ol) 436 if (!ol)
407 return op; 437 return op;
408 } 438 }
421 { 451 {
422 op = ol->ob; 452 op = ol->ob;
423 lastdist = rv.distance; 453 lastdist = rv.distance;
424 } 454 }
425 } 455 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 456
427 { 457 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
432 { 460 {
433 op = pl->ob; 461 op = pl->ob;
434 lastdist = rv.distance; 462 lastdist = rv.distance;
435 } 463 }
436 } 464
437 }
438#if 0 465#if 0
439 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)");
440#endif 467#endif
441 return op; 468 return op;
442} 469}
460 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 489 * is probably not a good thing.
463 */ 490 */
464#define MAX_SPACES 50 491#define MAX_SPACES 50
465
466 492
467/* 493/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 515path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 516{
491 rv_vector rv; 517 rv_vector rv;
492 sint16 x, y; 518 sint16 x, y;
493 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;
494 mapstruct *m, *lastmap; 520 maptile *m, *lastmap;
495 521
496 get_rangevector (mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
497 523
498 if (rv.distance < mindiff) 524 if (rv.distance < mindiff)
499 return 0; 525 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 669 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 670 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 671 op->type == SHIELD || op->type == GLOVES ||
646 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))
647 { 673 {
648 remove_ob (op); 674 op->destroy ();
649 free_object (op);
650 continue; 675 continue;
651 } 676 }
652 } 677 }
653 678
654 /* This really needs to be better - we should really give 679 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 690 if (tmp->type == op->type && tmp->name == op->name)
666 break; 691 break;
667 692
668 if (tmp) 693 if (tmp)
669 { 694 {
670 remove_ob (op); 695 op->destroy ();
671 free_object (op);
672 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);
673 continue; 697 continue;
674 } 698 }
699
675 if (op->nrof > 1) 700 if (op->nrof > 1)
676 op->nrof = 1; 701 op->nrof = 1;
677 } 702 }
678 703
679 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 716 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 717 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 718 }
694 if (op->type == SPELL) 719 if (op->type == SPELL)
695 { 720 {
696 remove_ob (op); 721 op->destroy ();
697 free_object (op);
698 continue; 722 continue;
699 } 723 }
700 else if (op->type == SKILL) 724 else if (op->type == SKILL)
701 { 725 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
712 link_player_skills (pl); 736 link_player_skills (pl);
713} 737}
714 738
715void 739void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 740get_party_password (object *op, partylist *party)
800{ 741{
801 if (party == NULL) 742 if (party == NULL)
802 { 743 {
803 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);
804 return; 745 return;
805 } 746 }
747
806 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
809 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:");
810} 752}
811
812 753
813/* 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. */
814int 755static int
815roll_stat (void) 756roll_stat (void)
816{ 757{
817 int a[4], i, j, k; 758 int a[4], i, j, k;
818 759
819 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 761 a[i] = (int) rndm (6) + 1;
821 762
822 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 764 if (a[i] < k)
824 k = a[i], j = i; 765 k = a[i], j = i;
825 766
826 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 768 if (i != j)
829 k += a[i]; 769 k += a[i];
830 } 770
831 return k; 771 return k;
832} 772}
833 773
834void 774void
835roll_stats (object *op) 775object::roll_stats ()
836{ 776{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 777 int statsort [7];
840 778
841 do 779 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 780 {
852 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
853 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
854 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 791
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
887 799
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 800 stats.exp = 0;
899 op->stats.ac = 0; 801 stats.ac = 0;
900 802
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 803 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
910} 815}
911 816
912void 817void
913Roll_Again (object *op) 818object::swap_stats (int a, int b)
914{ 819{
915 esrv_new_player (op->contr, 0); 820 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 822 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 823
920void 824 stats.Str = contr->orig_stats.Str;
921Swap_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)
922{ 856{
923 signed char tmp;
924 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
925 858
926 if (op->contr->Swap_First == -1) 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 863}
1041 864
1042/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
1046 * not the class. 869 * not the class.
1047 */ 870 */
1048
1049int 871int
1050key_change_class (object *op, char key) 872key_change_class (object *op, char key)
1051{ 873{
1052 int tmp_loop; 874 int tmp_loop;
1053 875
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 876 if (key == 'd' || key == 'D')
1061 { 877 {
1062 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
1063 879
1064 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
882
1066 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);
1067 886
1068 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
1070 889
1071 op->contr->state = ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
1072 891
1073 if (op->msg) 892 if (op->msg)
1074 op->msg = NULL; 893 op->msg = NULL;
1075 894
1076 /* 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
1077 * to save here. 896 * to save here.
1078 */ 897 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf); 899 make_path_to_file (buf);
1081 900
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 901 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 903 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 904 link_player_skills (op);
1089 esrv_send_inventory (op, op); 905 esrv_send_inventory (op, op);
1090 fix_player (op); 906 op->update_stats ();
1091 907
1092 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1093 * is one for this race 909 * is one for this race
1094 */ 910 */
1095 if (*first_map_ext_path) 911 if (*first_map_ext_path)
1096 { 912 {
1097 object *tmp; 913 object *tmp;
1098 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1099 915
1100 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);
1101 tmp = get_object (); 917 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1105 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;
1106 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1107 * default initial map */ 923 * default initial map */
1108 free_object (tmp); 924 tmp->destroy ();
1109 } 925 }
1110 else 926 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 928
1114 return 0; 929 return 0;
1115 } 930 }
1116 931
1117 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1122 while (!tmp_loop) 937 while (!tmp_loop)
1123 { 938 {
1124 shstr name = op->name; 939 shstr name = op->name;
1125 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1126 941
1127 remove_statbonus (op); 942 op->remove_statbonus ();
1128 remove_ob (op); 943 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 944 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 945 op->arch->clone.copy_to (op);
1131 op->instantiate (); 946 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 948 op->name = op->name_pl = name;
1134 op->x = x; 949 op->x = x;
1135 op->y = y; 950 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 953 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 954 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 955 tmp_loop = allowed_class (op);
1141 } 956 }
1142 957
1143 update_object (op, UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 960 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 963 op->stats.grace = 0;
1149 964
1150 if (op->msg) 965 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 967
1153 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");
1154 return 0; 969 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 970}
1205 971
1206void 972void
1207flee_player (object *op) 973flee_player (object *op)
1208{ 974{
1238 { 1004 {
1239 op->enemy = NULL; 1005 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1007 return;
1242 } 1008 }
1009
1243 get_rangevector (op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1244 1011
1245 dir = absdir (4 + rv.direction); 1012 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1013 for (diff = 0; diff < 3; diff++)
1247 { 1014 {
1248 int m = 1 - (RANDOM () & 2); 1015 int m = 1 - (RANDOM () & 2);
1249 1016
1250 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)))
1251 {
1252 return; 1018 return;
1253 }
1254 } 1019 }
1020
1255 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1023 op->enemy = NULL;
1258} 1024}
1259 1025
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1113 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1118 }
1119
1381 /* philosophy: 1120 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1122 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1123 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1125 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1128 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1162 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1163 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1164 if (tmp->type == FOOD)
1426 { 1165 {
1427 pick_up (op, tmp); 1166 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1167 continue;
1431 } 1168 }
1169
1432 if (op->contr->mode & PU_DRINK) 1170 if (op->contr->mode & PU_DRINK)
1433 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)))
1434 { 1172 {
1435 pick_up (op, tmp); 1173 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1174 continue;
1439 } 1175 }
1440 1176
1441 if (op->contr->mode & PU_POTION) 1177 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1178 if (tmp->type == POTION)
1443 { 1179 {
1444 pick_up (op, tmp); 1180 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1181 continue;
1448 } 1182 }
1449 1183
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1184 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1185 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1186 if (tmp->type == SPELLBOOK)
1453 { 1187 {
1454 pick_up (op, tmp); 1188 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1189 continue;
1458 } 1190 }
1191
1459 if (op->contr->mode & PU_SKILLSCROLL) 1192 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1193 if (tmp->type == SKILLSCROLL)
1461 { 1194 {
1462 pick_up (op, tmp); 1195 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1196 continue;
1466 } 1197 }
1198
1467 if (op->contr->mode & PU_READABLES) 1199 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1200 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1201 {
1470 pick_up (op, tmp); 1202 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1203 continue;
1474 } 1204 }
1475 1205
1476 /* wands/staves/rods/horns */ 1206 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1207 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1209 {
1480 pick_up (op, tmp); 1210 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1211 continue;
1484 } 1212 }
1485 1213
1486 /* pick up all magical items */ 1214 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1215 if (op->contr->mode & PU_MAGICAL)
1488 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))
1489 { 1217 {
1490 pick_up (op, tmp); 1218 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1219 continue;
1494 } 1220 }
1495 1221
1496 if (op->contr->mode & PU_VALUABLES) 1222 if (op->contr->mode & PU_VALUABLES)
1497 { 1223 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1224 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1225 {
1500 pick_up (op, tmp); 1226 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1227 continue;
1504 } 1228 }
1505 } 1229 }
1506 1230
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1231 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1232 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1233 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1234 {
1511 pick_up (op, tmp); 1235 pick_up (op, tmp);
1236 continue;
1512 if (0) 1237 }
1513 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);
1514 continue; 1244 continue;
1515 } 1245 }
1516 1246
1517 /* bows and arrows. Bows are good for selling! */ 1247 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1248 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1249 if (tmp->type == BOW)
1520 { 1250 {
1521 pick_up (op, tmp); 1251 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1252 continue;
1525 } 1253 }
1254
1526 if (op->contr->mode & PU_ARROW) 1255 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1256 if (tmp->type == ARROW)
1528 { 1257 {
1529 pick_up (op, tmp); 1258 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1259 continue;
1533 } 1260 }
1534 1261
1535 /* all kinds of armor etc. */ 1262 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1263 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1264 if (tmp->type == ARMOUR)
1538 { 1265 {
1539 pick_up (op, tmp); 1266 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1267 continue;
1543 } 1268 }
1269
1544 if (op->contr->mode & PU_HELMET) 1270 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1271 if (tmp->type == HELMET)
1546 { 1272 {
1547 pick_up (op, tmp); 1273 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1274 continue;
1551 } 1275 }
1276
1552 if (op->contr->mode & PU_SHIELD) 1277 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1278 if (tmp->type == SHIELD)
1554 { 1279 {
1555 pick_up (op, tmp); 1280 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1281 continue;
1559 } 1282 }
1283
1560 if (op->contr->mode & PU_BOOTS) 1284 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1285 if (tmp->type == BOOTS)
1562 { 1286 {
1563 pick_up (op, tmp); 1287 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1288 continue;
1567 } 1289 }
1290
1568 if (op->contr->mode & PU_GLOVES) 1291 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1292 if (tmp->type == GLOVES)
1570 { 1293 {
1571 pick_up (op, tmp); 1294 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1295 continue;
1575 } 1296 }
1297
1576 if (op->contr->mode & PU_CLOAK) 1298 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1299 if (tmp->type == CLOAK)
1578 { 1300 {
1579 pick_up (op, tmp); 1301 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1302 continue;
1583 } 1303 }
1584 1304
1585 /* hoping to catch throwing daggers here */ 1305 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1306 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1308 {
1589 pick_up (op, tmp); 1309 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1310 continue;
1593 } 1311 }
1594 1312
1595 /* careful: chairs and tables are weapons! */ 1313 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1314 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1317 {
1600 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 &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1320 {
1603 pick_up (op, tmp); 1321 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1322 continue;
1607 } 1323 }
1608 } 1324 }
1325
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1326 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1327 {
1611 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)
1612 { 1329 {
1613 pick_up (op, tmp); 1330 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1331 continue;
1617 } 1332 }
1618 } 1333 }
1619 } 1334 }
1620 1335
1621 /* misc stuff that's useful */ 1336 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1337 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1339 {
1625 pick_up (op, tmp); 1340 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1341 continue;
1629 } 1342 }
1630 1343
1631 /* 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
1632 * pickups */ 1345 * pickups */
1654 continue; 1367 continue;
1655 } 1368 }
1656 } 1369 }
1657 } /* the new pickup model */ 1370 } /* the new pickup model */
1658 } 1371 }
1372
1659 return !stop; 1373 return !stop;
1660} 1374}
1661 1375
1662/* 1376/*
1663 * Find an arrow in the inventory and after that 1377 * Find an arrow in the inventory and after that
1762 1476
1763object * 1477object *
1764pick_arrow_target (object *op, const char *type, int dir) 1478pick_arrow_target (object *op, const char *type, int dir)
1765{ 1479{
1766 object *tmp = NULL; 1480 object *tmp = NULL;
1767 mapstruct *m; 1481 maptile *m;
1768 int i, mflags, found, number; 1482 int i, mflags, found, number;
1769 sint16 x, y; 1483 sint16 x, y;
1770 1484
1771 if (op->map == NULL) 1485 if (op->map == NULL)
1772 return find_arrow (op, type); 1486 return find_arrow (op, type);
1833int 1547int
1834fire_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)
1835{ 1549{
1836 object *left, *bow; 1550 object *left, *bow;
1837 int bowspeed, mflags; 1551 int bowspeed, mflags;
1838 mapstruct *m; 1552 maptile *m;
1839 1553
1840 if (!dir) 1554 if (!dir)
1841 { 1555 {
1842 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!");
1843 return 0; 1557 return 0;
1844 } 1558 }
1559
1845 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1846 bow = op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1847 else 1562 else
1848 { 1563 {
1849 for (bow = op->inv; bow; bow = bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1857 { 1572 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1574 return 0;
1860 } 1575 }
1861 } 1576 }
1577
1862 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1863 { 1579 {
1864 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);
1865 return 0; 1581 return 0;
1866 } 1582 }
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869 1585
1870 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1873 if (bowspeed < 1) 1590 if (bowspeed < 1)
1874 bowspeed = 1; 1591 bowspeed = 1;
1875 1592
1876 if (arrow == NULL) 1593 if (arrow == NULL)
1877 { 1594 {
1883 else 1600 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1885 return 0; 1602 return 0;
1886 } 1603 }
1887 } 1604 }
1605
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1607 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1608 return 0;
1892 } 1609
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1611 {
1895 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.");
1896 return 0; 1613 return 0;
1897 } 1614 }
1898 1615
1899 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1617 if (arrow->nrof == 0)
1901 { 1618 {
1902 remove_ob (arrow); 1619 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1620 return 0;
1905 } 1621 }
1906 1622
1907 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1625 if (!arrow)
1910 { 1626 {
1911 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);
1912 return 0; 1628 return 0;
1913 } 1629 }
1914 set_owner (arrow, op); 1630
1631 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1633 arrow->direction = dir;
1918 arrow->x = sx;
1919 arrow->y = sy;
1920 1634
1921 if (op->type == PLAYER) 1635 if (op->type == PLAYER)
1922 { 1636 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op); 1638 op->update_stats ();
1925 } 1639 }
1926 1640
1927 SET_ANIMATION (arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1933 1647
1934 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1935 * 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.
1936 */ 1650 */
1937 1651
1939 1653
1940 /* update the speed */ 1654 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943 1657
1944 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1948 1660
1949 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1950 { 1662 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1961 } 1673 }
1962 1674
1963 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1964 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1965 1677
1966 if (bow->slaying != NULL) 1678 if (bow->slaying)
1967 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1968 1680
1969 arrow->map = m;
1970 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1683
1973 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);
1974 insert_ob_in_map (arrow, m, op, 0); 1685 m->insert (arrow, sx, sy, op);
1975 1686
1976 if (!arrow->destroyed ()) 1687 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1688 move_arrow (arrow);
1978 1689
1979 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
2005 } 1716 }
2006 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)
2007 { 1718 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1720 wcmod = -1;
1721
2010 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);
2011 } 1723 }
2012 else if (op->contr->bowtype == bow_threewide) 1724 else if (op->contr->bowtype == bow_threewide)
2013 { 1725 {
2014 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);
2084 1796
2085 if (item->arch) 1797 if (item->arch)
2086 { 1798 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
2089 item->speed = 0; 1801 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1802 }
1803
2092 if ((tmp = is_player_inv (item))) 1804 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1806 }
2095 } 1807 }
2096 else if (item->type == ROD || item->type == HORN) 1808 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1809 drain_rod_charge (item);
2099 }
2100 } 1810 }
2101} 1811}
2102 1812
2103/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
2104 */ 1814 */
2127 case range_misc: 1837 case range_misc:
2128 fire_misc_object (op, dir); 1838 fire_misc_object (op, dir);
2129 return; 1839 return;
2130 1840
2131 case range_golem: /* Control summoned monsters from scrolls */ 1841 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2133 { 1843 {
2134 op->contr->ranges[range_golem] = NULL; 1844 op->contr->ranges[range_golem] = 0;
2135 op->contr->shoottype = range_none; 1845 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 } 1846 }
2138 else 1847 else
2139 control_golem (op->contr->ranges[range_golem], dir); 1848 control_golem (op->contr->ranges[range_golem], dir);
2140 return; 1849 return;
2141 1850
2144 { 1853 {
2145 if (op->type == PLAYER) 1854 if (op->type == PLAYER)
2146 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.");
2147 return; 1856 return;
2148 } 1857 }
1858
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return; 1860 return;
2151 case range_builder: 1861 case range_builder:
2152 apply_map_builder (op, dir); 1862 apply_map_builder (op, dir);
2153 return; 1863 return;
2154 default: 1864 default:
2248 * 0 otherwise 1958 * 0 otherwise
2249 */ 1959 */
2250static int 1960static int
2251player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2252{ 1962{
2253
2254 /* 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,
2255 * 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 -
2256 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2257 */ 1966 */
2258 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2296 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2300 */ 2009 */
2301
2302void 2010void
2303move_player_attack (object *op, int dir) 2011move_player_attack (object *op, int dir)
2304{ 2012{
2305 object *tmp, *mon; 2013 object *tmp, *mon;
2306 sint16 nx, ny; 2014 sint16 nx, ny;
2307 int on_battleground; 2015 int on_battleground;
2308 mapstruct *m; 2016 maptile *m;
2309 2017
2310 nx = freearr_x[dir] + op->x; 2018 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2019 ny = freearr_y[dir] + op->y;
2312 2020
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2314 2022
2315 /* 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
2316 * 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
2317 * 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
2318 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2323 */ 2031 */
2324 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))
2325 { 2033 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 { 2035 {
2328 m = get_map_from_coord (op->map, &nx, &ny); 2036 m = op->map->xy_find (nx, ny);
2329 if (!m) 2037 if (!m)
2330 return; /* Don't think this should happen */ 2038 return; /* Don't think this should happen */
2331 } 2039 }
2332 else 2040 else
2333 m = op->map; 2041 m = op->map;
2334 2042
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2043 if (!(tmp = m->at (nx, ny).bot))
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return; 2044 return;
2339 }
2340 2045
2341 mon = NULL; 2046 mon = 0;
2342 /* 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
2343 * 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.
2344 * 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
2345 * on the space 2050 * on the space
2346 */ 2051 */
2347 while (tmp != NULL) 2052 while (tmp)
2348 { 2053 {
2349 if (tmp == op) 2054 if (tmp == op)
2350 { 2055 {
2351 tmp = tmp->above; 2056 tmp = tmp->above;
2352 continue; 2057 continue;
2353 } 2058 }
2059
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 { 2061 {
2356 mon = tmp; 2062 mon = tmp;
2357 break; 2063 break;
2358 } 2064 }
2065
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp; 2067 mon = tmp;
2068
2361 tmp = tmp->above; 2069 tmp = tmp->above;
2362 } 2070 }
2363 2071
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2073 return; /* into a wall */
2366 2074
2367 if (mon->head != NULL) 2075 if (mon->head)
2368 mon = mon->head; 2076 mon = mon->head;
2369 2077
2370 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))
2371 if (player_attack_door (op, mon)) 2079 if (player_attack_door (op, mon))
2372 return; 2080 return;
2384 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2385 */ 2093 */
2386 if ((op->type == PLAYER) 2094 if ((op->type == PLAYER)
2387#if COZY_SERVER 2095#if COZY_SERVER
2388 && 2096 &&
2389 ((get_owner (mon) && get_owner (mon)->contr 2097 ((mon->owner && mon->owner->contr
2390 && 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)
2391#else 2099#else
2392 && get_owner (mon) == op 2100 && mon->owner == op
2393#endif 2101#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2103 {
2396 /* 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 */
2397 if (op->contr->braced) 2105 if (op->contr->braced)
2398 return; 2106 return;
2107
2399 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);
2400 (void) push_ob (mon, dir, op); 2109 (void) push_ob (mon, dir, op);
2401 if (op->contr->tmp_invis || op->hide) 2110 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2111 make_visible (op);
2112
2403 return; 2113 return;
2404 } 2114 }
2405 2115
2406 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2409 * attack them either. 2119 * attack them either.
2410 */ 2120 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2412 (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)) && (
2413#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2414 (op->contr->peaceful 2124 (op->contr->peaceful
2415 || (mon->type == PLAYER 2125 || (mon->type == PLAYER
2416 && mon->contr-> 2126 && mon->contr->
2417 peaceful)) && 2127 peaceful)) &&
2418#else 2128#else
2419 op->contr->peaceful && 2129 op->contr->peaceful &&
2420#endif 2130#endif
2421 !on_battleground)) 2131 !on_battleground))
2422 { 2132 {
2423 if (!op->contr->braced) 2133 if (!op->contr->braced)
2424 { 2134 {
2425 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);
2426 (void) push_ob (mon, dir, op); 2136 push_ob (mon, dir, op);
2427 } 2137 }
2428 else 2138 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2140
2432 if (op->contr->tmp_invis || op->hide) 2141 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2142 make_visible (op);
2434 } 2143 }
2435 2144
2436 /* If the object is a boulder or other rollable object, then 2145 /* If the object is a boulder or other rollable object, then
2447 * Way it works is like this: First, it must have some hit points 2156 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2160 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2163 {
2456 2164
2457 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2465 2173
2466 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 */
2467 } 2175 }
2468 2176
2469 skill_attack (mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2470 2178
2471 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2474 * the wiz. 2182 * the wiz.
2476 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))
2477 { 2185 {
2478 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2479 2187
2480 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2482 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2483 } 2191 }
2192
2484 if (action_makes_visible (op)) 2193 if (action_makes_visible (op))
2485 make_visible (op); 2194 make_visible (op);
2486 } 2195 }
2487 } /* if player should attack something */ 2196 } /* if player should attack something */
2488} 2197}
2490int 2199int
2491move_player (object *op, int dir) 2200move_player (object *op, int dir)
2492{ 2201{
2493 int pick; 2202 int pick;
2494 2203
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2205 return 0;
2497 2206
2498 /* Sanity check: make sure dir is valid */ 2207 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2208 if ((dir < 0) || (dir >= 9))
2500 { 2209 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2211 return 0;
2503 } 2212 }
2504 2213
2505 /* peterm: added following line */ 2214 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2217
2509 op->facing = dir; 2218 op->facing = dir;
2510 2219
2511 if (op->hide) 2220 if (op->hide)
2512 do_hidden_move (op); 2221 do_hidden_move (op);
2523 2232
2524 /* 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
2525 * server can handle repeat firing. 2234 * server can handle repeat firing.
2526 */ 2235 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2237 op->direction = dir;
2530 }
2531 else 2238 else
2532 {
2533 op->direction = 0; 2239 op->direction = 0;
2534 } 2240
2535 /* Update how the player looks. Use the facing, so direction may 2241 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2242 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2243 * for players.
2538 */ 2244 */
2539 animate_object (op, op->facing); 2245 animate_object (op, op->facing);
2584 /* 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
2585 * 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
2586 * 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
2587 * 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.
2588 */ 2294 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2591 {
2592 op->contr->ranges[range_golem] = NULL; 2296 op->contr->ranges[range_golem] = 0;
2593 op->contr->golem_count = 0;
2594 }
2595 2297
2596 /* 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
2597 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2300 * called, so we recheck it here.
2599 */ 2301 */
2600 HandleClient (&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2601 if (op->speed_left < 0) 2305 if (op->speed_left > 0)
2602 return 0; 2306 {
2603
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 { 2308 {
2606 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--; 2310 op->speed_left--;
2608 2311
2609 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2610 * 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
2611 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2612 */ 2315 */
2613 move_player (op, op->direction); 2316 move_player (op, op->direction);
2614 if (op->speed_left > 0) 2317
2615 return 1; 2318 return op->speed_left > 0;
2616 else 2319 }
2617 return 0;
2618 } 2320 }
2321
2619 return 0; 2322 return 0;
2620} 2323}
2621 2324
2622int 2325int
2623save_life (object *op) 2326save_life (object *op)
2624{ 2327{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2329 return 0;
2629 2330
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2333 {
2633 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);
2634 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
2635 if (op->contr) 2337 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2339
2638 free_object (tmp); 2340 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2640 if (op->stats.hp < 0) 2343 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2642 if (op->stats.food < 0) 2346 if (op->stats.food < 0)
2643 op->stats.food = 999; 2347 op->stats.food = 999;
2644 fix_player (op); 2348
2349 op->update_stats ();
2645 return 1; 2350 return 1;
2646 } 2351 }
2352
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2356 return 0;
2651} 2357}
2660{ 2366{
2661 object *next; 2367 object *next;
2662 2368
2663 while (op) 2369 while (op)
2664 { 2370 {
2665 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' */
2666 * we remove object 'op' 2372
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2374 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2676 } 2379 }
2677 else if (op->inv) 2380 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2679 op = next; 2383 op = next;
2680 } 2384 }
2681} 2385}
2682
2683 2386
2684/* 2387/*
2685 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2404 else
2702 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2408 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2706 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);
2707 else 2411 else
2708 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
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2415 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2712 { 2417 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2420 strcat (buf2, buf);
2716 } 2421 }
2422
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2720 return buf2; 2427 return buf2;
2721} 2428}
2722
2723
2724 2429
2725void 2430void
2726do_some_living (object *op) 2431do_some_living (object *op)
2727{ 2432{
2728 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2737 const int max_grace = 1; 2442 const int max_grace = 1;
2738 2443
2739 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2740 { 2445 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2449 }
2745 2450
2746 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2747 { 2452 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2457 else
2754 { 2458 {
2755 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2461 }
2462
2758 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2465 else
2761 { 2466 {
2762 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2469 }
2470
2765 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2473 else
2768 { 2474 {
2769 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2785 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2786 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))
2787 op->stats.food = last_food; 2493 op->stats.food = last_food;
2788 } 2494 }
2789 } 2495 }
2496
2790 if (max_sp > 1) 2497 if (max_sp > 1)
2791 { 2498 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2500 if (over_sp > 0)
2794 { 2501 {
2795 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2796 { 2503 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2798 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))
2799 op->stats.sp--; 2507 op->stats.sp--;
2508
2800 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2802 } 2511 }
2803 op->last_sp = 0; 2512 op->last_sp = 0;
2804 } 2513 }
2805 else 2514 else
2806 {
2807 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);
2808 }
2809 } 2516 }
2810 else 2517 else
2811 {
2812 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);
2813 }
2814 } 2519 }
2815 2520
2816 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2817 /* 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. */
2818 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2819 { 2524 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2822 if (max_grace > 1) 2528 if (max_grace > 1)
2823 { 2529 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2531 if (over_grace > 0)
2826 { 2532 {
2854 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2855 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))
2856 op->stats.food = last_food; 2562 op->stats.food = last_food;
2857 } 2563 }
2858 } 2564 }
2565
2859 if (max_hp > 1) 2566 if (max_hp > 1)
2860 { 2567 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2569 if (over_hp > 0)
2863 { 2570 {
2887 2594
2888 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2889 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);
2890 else 2597 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2892 /* dms do not consume food */ 2600 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2602 op->stats.food--;
2895 } 2603 }
2896 }
2897 2604
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2606 {
2900 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2901 2608
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 { 2610 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2908 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.");
2909 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2618 break;
2912 } 2619 }
2913 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2914 flesh = tmp; 2621 flesh = tmp;
2915 } /* End if paid for object */ 2622 } /* End if paid for object */
2916 } /* end of for loop */ 2623 } /* end of for loop */
2624
2917 /* 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
2918 * eat flesh instead. 2626 * eat flesh instead.
2919 */ 2627 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2629 {
2922 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.");
2923 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2924 } 2632 }
2925 } /* end if player is starving */ 2633 }
2926 2634
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2929 2637
2930 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))
2931 kill_player (op); 2639 kill_player (op);
2640 }
2932} 2641}
2933
2934
2935 2642
2936/* 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.
2937 * 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
2938 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2646 * file.
2943{ 2650{
2944 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2945 int x, y; 2652 int x, y;
2946 2653
2947 //int i; 2654 //int i;
2948 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2949 2656
2950 /* int z; 2657 /* int z;
2951 int num_stats_lose; 2658 int num_stats_lose;
2952 int lost_a_stat; 2659 int lost_a_stat;
2953 int lose_this_stat; 2660 int lose_this_stat;
2969 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!");
2970 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...");
2971 2678
2972 /* restore player */ 2679 /* restore player */
2973 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2682 {
2977 remove_ob (tmp); 2683 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2685 }
2981 2686
2982 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2689 {
2986 remove_ob (tmp); 2690 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2692 }
2990 2693
2991 cure_disease (op, 0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2697 op->stats.food = 999;
2995 2698
2996 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2701 {
3000 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2703 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
3003 " 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",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2707 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
3008 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2711 }
3011 2712
3012 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2715 op->contr->braced = 0;
3019 2720
3020 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
3021 2722
3022 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
3023 { 2724 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3033 } 2727 }
3034 else 2728 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3044 } 2730
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2732
3047 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3048 x = op->x; 2734 x = op->x;
3049 y = op->y; 2735 y = op->y;
3050 map = op->map; 2736 map = op->map;
3051 2737
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * 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.
3057 * 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.
3058 */ 2741 */
3059 2742
3060 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2745 * of death.
3063 */ 2746 */
3064#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3066 { 2749 {
3067 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3068 /* 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
3069 more if they do. */ 2752 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2755 little bit harder. */
3073 /* GD */ 2756 /* GD */
3074 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2758 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2759 else
3080 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3081 num_stats_lose = 1; 2763 num_stats_lose = 1;
3082 } 2764
3083 lost_a_stat = 0; 2765 lost_a_stat = 0;
3084 2766
3085 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3086 { 2768 {
3087 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3088 2770
3089 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3090 { 2772 {
3091 /* 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
3092 * what he lost. 2774 * what he lost.
3093 */ 2775 */
3094 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 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);
3100 } 2794 }
3101 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3102 { 2797 {
3103 /* deplete a stat */ 2798 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3105 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3106 2801 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2802 {
3110 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3112 } 2805
3113 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 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)
3120 { 2812 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2813 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2815 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2816 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2817 else
3155 if (this_stat >= -50)
3156 { 2818 {
3157 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 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"); */
3162 } 2824 }
3163 } 2825 }
3164 } 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 }
3165 } 2845 }
2846 }
2847 }
3166 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2849 if (!lost_a_stat)
3168 { 2850 {
3169 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3172 2854
3173 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2857 else
3176 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.");
3177 } 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.");
3178#endif 2862#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2863
3181 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2865 * exp loss on the stone.
3183 */ 2866 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2869 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3189 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3190 tmp->msg = buf; 2873 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2876
3194 /**************************************/ 2877 /**************************************/
3195 /* */ 2878 /* */
3196 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3199 /* */ 2882 /* */
3200
3201 /**************************************/ 2883 /**************************************/
3202 2884
3203 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2886 /* restore player */
3205 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
2889
3207 if (tmp) 2890 if (tmp)
3208 { 2891 {
3209 remove_ob (tmp); 2892 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2894 }
3213 2895
3214 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2898 if (tmp)
3217 { 2899 {
3218 remove_ob (tmp); 2900 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2902 }
2903
3222 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3223 2905
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3227 op->stats.food = 900; 2909 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2913
3232 /* 2914 /*
3233 * 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
3234 * 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
3235 * in the map. 2917 * in the map.
3236 */ 2918 */
3237 2919
3238 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3240 2922
3241 /****************************************/ 2923 /****************************************/
3242 /* */ 2924 /* */
3243 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3245 /* */ 2927 /* */
3246
3247 /****************************************/ 2928 /****************************************/
3248 2929
3249 enter_player_savebed (op); 2930 enter_player_savebed (op);
3250 2931
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2932 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2933
3257 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2937 * on the space that might harm the player.
3261 */ 2938 */
3262 will_kill_again = 0; 2939 will_kill_again = 0;
3263 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)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3267 } 2943
3268 if (will_kill_again) 2944 if (will_kill_again)
3269 { 2945 {
3270 object *force; 2946 object *force;
3271 int at; 2947 int at;
3272 2948
3273 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2951 force->speed = 0.1;
3276 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3277 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2956 force->resist[at] = 100;
3282 } 2957
3283 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3284 fix_player (op); 2959 op->update_stats ();
3285 2960
3286 } 2961 }
3287 2962
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2964}
3357
3358 2965
3359void 2966void
3360loot_object (object *op) 2967loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3363 2970
3364 if (op->container) 2971 if (op->container)
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container); 2972 esrv_apply_container (op, op->container); /* close open sack first */
3367 }
3368 2973
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2974 for (tmp = op->inv; tmp; tmp = next)
3370 { 2975 {
3371 next = tmp->below; 2976 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2977
2978 if (tmp->invisible)
3373 continue; 2979 continue;
3374 remove_ob (tmp); 2980
2981 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3376 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2984 { /* empty container to ground */
3378 loot_object (tmp); 2985 loot_object (tmp);
3379 } 2986 }
3380 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))))
3381 { 2988 {
3382 if (tmp->nrof > 1) 2989 if (tmp->nrof > 1)
3383 { 2990 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2992 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2993 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2994 }
3388 else 2995 else
3389 free_object (tmp); 2996 tmp->destroy ();
3390 } 2997 }
3391 else 2998 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2999 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3000 }
3394} 3001}
3400 */ 3007 */
3401 3008
3402void 3009void
3403fix_weight (void) 3010fix_weight (void)
3404{ 3011{
3405 player *pl; 3012 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 3013 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 3015
3411 if (old == sum) 3016 if (old == sum)
3412 continue; 3017 continue;
3413 fix_player (pl->ob); 3018 pl->ob->update_stats ();
3414 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);
3415 } 3020 }
3416} 3021}
3417 3022
3418void 3023void
3419fix_luck (void) 3024fix_luck (void)
3420{ 3025{
3421 player *pl; 3026 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 3028 pl->ob->change_luck (0);
3426} 3029}
3427
3428 3030
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3432 */ 3034 */
3433
3434void 3035void
3435cast_dust (object *op, object *throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3436{ 3037{
3437 object *skop, *spob; 3038 object *skop, *spob;
3438 3039
3459 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3460 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);
3461 3062
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3064
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3066}
3468 3067
3469void 3068void
3470make_visible (object *op) 3069make_visible (object *op)
3471{ 3070{
3485 object *tmp = NULL; 3084 object *tmp = NULL;
3486 3085
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3087 return 1;
3489 3088
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3089 return 0;
3496} 3090}
3497 3091
3498/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3555 3149
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3151
3558 /* 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! */
3559 if (op->type == PLAYER && op->contr->run_on) 3153 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3154 if (!skop || num >= skop->level)
3562 { 3155 {
3563 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!");
3564 make_visible (op); 3157 make_visible (op);
3565 return; 3158 return;
3566 } 3159 }
3567 else 3160 else
3568 num += 20; 3161 num += 20;
3569 } 3162
3570 num += op->map->difficulty; 3163 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3165 num -= hide;
3166
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3168 {
3575 make_visible (op); 3169 make_visible (op);
3576 if (op->type == PLAYER) 3170 if (op->type == PLAYER)
3577 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!");
3578 } 3172 }
3579 else if (op->type == PLAYER && skop) 3173 else if (op->type == PLAYER && skop)
3580 {
3581 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);
3582 }
3583} 3175}
3584 3176
3585/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3586 3178
3587int 3179int
3588stand_near_hostile (object *who) 3180stand_near_hostile (object *who)
3589{ 3181{
3590 object *tmp = NULL; 3182 object *tmp = NULL;
3591 int i, friendly = 0, player = 0, mflags; 3183 int i, friendly = 0, player = 0, mflags;
3592 mapstruct *m; 3184 maptile *m;
3593 sint16 x, y; 3185 sint16 x, y;
3594 3186
3595 if (!who) 3187 if (!who)
3596 return 0; 3188 return 0;
3597 3189
3614 if (mflags & P_OUT_OF_MAP) 3206 if (mflags & P_OUT_OF_MAP)
3615 continue; 3207 continue;
3616 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)))
3617 continue; 3209 continue;
3618 3210
3619 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)
3620 { 3212 {
3621 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))
3622 return 1; 3214 return 1;
3623 else if (tmp->type == PLAYER) 3215 else if (tmp->type == PLAYER)
3624 { 3216 {
3654 if (pl->type != PLAYER) 3246 if (pl->type != PLAYER)
3655 { 3247 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3249 return -1;
3658 } 3250 }
3251
3659 if (!pl || !op) 3252 if (!pl || !op)
3660 return 0; 3253 return 0;
3661 3254
3662 if (op->head)
3663 {
3664 op = op->head; 3255 op = op->head_ ();
3665 } 3256
3666 get_rangevector (pl, op, &rv, 0x1); 3257 get_rangevector (pl, op, &rv, 0x1);
3667 3258
3668 /* starting with the 'head' part, lets loop 3259 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3260 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3261 * part that is in the los array but isnt on
3678 3269
3679 /* only the viewable area the player sees is updated by LOS 3270 /* only the viewable area the player sees is updated by LOS
3680 * 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
3681 * for any meaningful values. 3272 * for any meaningful values.
3682 */ 3273 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !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)])
3686 return 1; 3277 return 1;
3687 op = op->more; 3278 op = op->more;
3688 } 3279 }
3689 return 0; 3280 return 0;
3690} 3281}
3800 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3801 return; 3392 return;
3802 3393
3803 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++);
3804 3395
3805 if (tr == NULL || tr->item == NULL) 3396 if (!tr || !tr->item)
3806 { 3397 {
3807 /* 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]); */
3808 return; 3399 return;
3809 } 3400 }
3810 3401
3876 { 3467 {
3877 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3469 object *skin;
3879 3470
3880 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3474 ;
3475
3882 if (skin == NULL) 3476 if (!skin)
3883 return; 3477 return;
3884 3478
3885 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3481 {
3932 * not readied. 3526 * not readied.
3933 */ 3527 */
3934void 3528void
3935player_unready_range_ob (player *pl, object *ob) 3529player_unready_range_ob (player *pl, object *ob)
3936{ 3530{
3937 rangetype i;
3938
3939 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))
3940 {
3941 if (pl->ranges[i] == ob) 3532 if (pl->ranges[i] == ob)
3942 { 3533 {
3943 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3944 if (pl->shoottype == i) 3535 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3947 }
3948 } 3537 }
3949 }
3950} 3538}

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