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Comparing deliantra/server/server/player.C (file contents):
Revision 1.18 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC

1
2/* 1/*
3 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: player.C,v 1.18 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef WIN32 /* ---win32 remove headers */
32# include <pwd.h> 26#include <pwd.h>
33#endif
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <sounds.h> 28#include <sounds.h>
38#include <living.h> 29#include <living.h>
39#include <object.h> 30#include <object.h>
40#include <spells.h> 31#include <spells.h>
41#include <skills.h> 32#include <skills.h>
42#include <newclient.h>
43 33
44#ifdef COZY_SERVER 34#include <algorithm>
45extern int same_party (partylist *a, partylist *b); 35#include <functional>
46#endif
47 36
48player * 37playervec players;
49find_player (const char *plname)
50{
51 player *pl;
52
53 for (pl = first_player; pl != NULL; pl = pl->next)
54 {
55 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
56 return pl;
57 };
58 return NULL;
59}
60
61player *
62find_player_partial_name (const char *plname)
63{
64 player *pl;
65 player *found = NULL;
66 size_t namelen = strlen (plname);
67
68 for (pl = first_player; pl != NULL; pl = pl->next)
69 {
70 if ((size_t) strlen (pl->ob->name) < namelen)
71 continue;
72
73 if (!strcmp (pl->ob->name, plname))
74 return pl;
75
76 if (!strncasecmp (pl->ob->name, plname, namelen))
77 {
78 if (found)
79 return NULL;
80
81 found = pl;
82 }
83 }
84 return found;
85}
86 38
87void 39void
88display_motd (const object *op) 40display_motd (const object *op)
89{ 41{
90 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
93 int comp; 45 int comp;
94 int size; 46 int size;
95 47
96 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
97 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
98 {
99 return; 50 return;
100 } 51
101 motd[0] = '\0'; 52 motd[0] = '\0';
102 size = 0; 53 size = 0;
54
103 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
104 { 56 {
105 if (*buf == '#') 57 if (*buf == '#')
106 continue; 58 continue;
59
107 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
108 size += strlen (buf); 61 size += strlen (buf);
109 } 62 }
63
110 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
111 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
112} 66}
113 67
114void 68void
120 int comp; 74 int comp;
121 int size; 75 int size;
122 76
123 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
124 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
125 {
126 return; 79 return;
127 } 80
128 rules[0] = '\0'; 81 rules[0] = '\0';
129 size = 0; 82 size = 0;
83
130 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
131 { 85 {
132 if (*buf == '#') 86 if (*buf == '#')
133 continue; 87 continue;
88
134 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
135 { 90 {
136 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
137 break; 92 break;
138 } 93 }
94
139 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
140 size += strlen (buf); 96 size += strlen (buf);
141 } 97 }
98
142 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
143 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
144} 101}
145 102
146void 103void
154 int size; 111 int size;
155 112
156 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
157 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
158 return; 115 return;
116
159 news[0] = '\0'; 117 news[0] = '\0';
160 subject[0] = '\0'; 118 subject[0] = '\0';
161 size = 0; 119 size = 0;
120
162 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
163 { 122 {
164 if (*buf == '#') 123 if (*buf == '#')
165 continue; 124 continue;
125
166 if (*buf == '%') 126 if (*buf == '%')
167 { /* send one news */ 127 { /* send one news */
168 if (size > 0) 128 if (size > 0)
169 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
170 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
171 strip_endline (subject); 132 strip_endline (subject);
172 size = 0; 133 size = 0;
173 news[0] = '\0'; 134 news[0] = '\0';
174 } 135 }
187 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
188 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
189 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
190} 151}
191 152
192int
193playername_ok (const char *cp)
194{
195 /* Don't allow - or _ as first character in the name */
196 if (*cp == '-' || *cp == '_')
197 return 0;
198
199 for (; *cp != '\0'; cp++)
200 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
201 return 0;
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (NULL));
220 int i;
221
222 if (!p)
223 {
224 p = new player;
225
226 /* This adds the player in the linked list. There is extra
227 * complexity here because we want to add the new player at the
228 * end of the list - there is in fact no compelling reason that
229 * that needs to be done except for things like output of
230 * 'who'.
231 */
232 player *tmp = first_player;
233
234 while (tmp != NULL && tmp->next != NULL)
235 tmp = tmp->next;
236 if (tmp != NULL)
237 tmp->next = p;
238 else
239 first_player = p;
240
241 p->next = NULL;
242 }
243
244 /* Clears basically the entire player structure except
245 * for next and socket.
246 */
247 p->clear ();
248
249 /* There are some elements we want initialized to non zero value -
250 * we deal with that below this point.
251 */
252 p->party = NULL;
253 p->outputs_sync = 16; /* Every 2 seconds */
254 p->outputs_count = 8; /* Keeps present behaviour */
255 p->unapply = unapply_nochoice;
256 p->Swap_First = -1;
257
258#ifdef AUTOSAVE
259 p->last_save_tick = 9999999;
260#endif
261
262 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
263
264 op->contr = p; /* this aren't yet in archetype */
265 p->ob = op;
266 op->speed_left = 0.5;
267 op->speed = 1.0;
268 op->direction = 5; /* So player faces south */
269 op->stats.wc = 2;
270 op->run_away = 25; /* Then we panick... */
271 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
272
273 roll_stats (op);
274 p->state = ST_ROLL_STAT;
275 clear_los (op);
276
277 p->gen_sp_armour = 10;
278 p->last_speed = -1;
279 p->shoottype = range_none;
280 p->bowtype = bow_normal;
281 p->petmode = pet_normal;
282 p->listening = 10;
283 p->usekeys = containers;
284 p->last_weapon_sp = -1;
285 p->peaceful = 1; /* default peaceful */
286 p->do_los = 1;
287 p->explore = 0;
288 p->no_shout = 0; /* default can shout */
289
290 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
291 p->title[sizeof (p->title) - 1] = '\0';
292 op->race = op->arch->clone.race;
293
294 CLEAR_FLAG (op, FLAG_READY_SKILL);
295
296 /* we need to clear these to -1 and not zero - otherwise,
297 * if a player quits and starts a new character, we wont
298 * send new values to the client, as things like exp start
299 * at zero.
300 */
301 for (i = 0; i < NUM_SKILLS; i++)
302 {
303 p->last_skill_exp[i] = -1;
304 p->last_skill_ob[i] = NULL;
305 }
306 for (i = 0; i < NROFATTACKS; i++)
307 {
308 p->last_resist[i] = -1;
309 }
310 p->last_stats.exp = -1;
311 p->last_weight = (uint32) - 1;
312
313 p->socket.update_look = 0;
314 p->socket.look_position = 0;
315 return p;
316}
317
318/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
319static void 154static void
320set_first_map (object *op) 155set_first_map (object *op)
321{ 156{
322 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
323 op->x = -1; 158 op->x = -1;
324 op->y = -1; 159 op->y = -1;
325 enter_exit (op, NULL);
326} 160}
327 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300}
301
302// the need for this function can be explained
303// by load_object not returning the object
304void
305player::set_object (object *op)
306{
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313}
314
315player::player ()
316{
317 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point.
319 */
320 outputs_sync = 16; /* Every 2 seconds */
321 outputs_count = 8; /* Keeps present behaviour */
322 unapply = unapply_nochoice;
323
324 savebed_map = first_map_path; /* Init. respawn position */
325
326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334}
335
336void
337player::do_destroy ()
338{
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
348}
349
350player::~player ()
351{
352 /* Clear item stack */
353 free (stack_items);
354}
355
328/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
329 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
330 * mode. 358 * mode.
331 */ 359 */
332
333int
334add_player (NewSocket * ns)
335{
336 player *p; 360player *
361player::create ()
362{
363 player *pl = new player;
337 364
338 p = get_player (NULL); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
339 p->socket = *ns; 366
340 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 367 pl->ob->roll_stats ();
341 if (p->socket.faces_sent == NULL) 368 pl->ob->stats.wc = 2;
342 fatal (OUT_OF_MEMORY); 369 pl->ob->run_away = 25; /* Then we panick... */
343 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 370
344 /* Needed because the socket we just copied over needs to be cleared.
345 * Note that this can result in a client reset if there is partial data
346 * on the uncoming socket.
347 */
348 p->socket.inbuf.len = 0;
349 set_first_map (p->ob); 371 set_first_map (pl->ob);
350 372
351 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
352 add_friendly_object (p->ob);
353 send_rules (p->ob);
354 send_news (p->ob);
355 display_motd (p->ob);
356 get_name (p->ob);
357 return 0; 373 return pl;
358} 374}
359 375
360/* 376/*
361 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
371 { 387 {
372 if (at == NULL || at->next == NULL) 388 if (at == NULL || at->next == NULL)
373 at = first_archetype; 389 at = first_archetype;
374 else 390 else
375 at = at->next; 391 at = at->next;
392
376 if (at->clone.type == PLAYER) 393 if (at->clone.type == PLAYER)
377 return at; 394 return at;
395
378 if (at == start) 396 if (at == start)
379 { 397 {
380 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
381 exit (-1); 399 exit (-1);
382 } 400 }
383 } 401 }
384} 402}
385 403
386
387object * 404object *
388get_nearest_player (object *mon) 405get_nearest_player (object *mon)
389{ 406{
390 object *op = NULL; 407 object *op = NULL;
391 player *pl = NULL;
392 objectlink *ol; 408 objectlink *ol;
393 unsigned lastdist; 409 unsigned lastdist;
394 rv_vector rv; 410 rv_vector rv;
395 411
396 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
397 { 413 {
398 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
399 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
400 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
401 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
405 object *tmp = ol->ob; 421 object *tmp = ol->ob;
406 422
407 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
408 * itself will have been cleared. 424 * itself will have been cleared.
409 */ 425 */
410 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
411 ol = ol->next; 428 ol = ol->next;
412 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
413 if (!ol) 430 if (!ol)
414 return op; 431 return op;
415 } 432 }
428 { 445 {
429 op = ol->ob; 446 op = ol->ob;
430 lastdist = rv.distance; 447 lastdist = rv.distance;
431 } 448 }
432 } 449 }
433 for (pl = first_player; pl != NULL; pl = pl->next) 450
434 { 451 for_all_players (pl)
435 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
436 {
437
438 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
439 { 454 {
440 op = pl->ob; 455 op = pl->ob;
441 lastdist = rv.distance; 456 lastdist = rv.distance;
442 } 457 }
443 } 458
444 }
445#if 0 459#if 0
446 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
447#endif 461#endif
448 return op; 462 return op;
449} 463}
467 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
468 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
469 * is probably not a good thing. 483 * is probably not a good thing.
470 */ 484 */
471#define MAX_SPACES 50 485#define MAX_SPACES 50
472
473 486
474/* 487/*
475 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
476 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
477 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
496path_to_player (object *mon, object *pl, unsigned mindiff) 509path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 510{
498 rv_vector rv; 511 rv_vector rv;
499 sint16 x, y; 512 sint16 x, y;
500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
501 mapstruct *m, *lastmap; 514 maptile *m, *lastmap;
502 515
503 get_rangevector (mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
504 517
505 if (rv.distance < mindiff) 518 if (rv.distance < mindiff)
506 return 0; 519 return 0;
508 x = mon->x; 521 x = mon->x;
509 y = mon->y; 522 y = mon->y;
510 m = mon->map; 523 m = mon->map;
511 dir = rv.direction; 524 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
514 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 529 if (diff > max)
516 return 0; 530 return 0;
531
517 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
518 { 533 {
519 lastx = x; 534 lastx = x;
520 lasty = y; 535 lasty = y;
521 lastmap = m; 536 lastmap = m;
603 max--; 618 max--;
604 lastdir = dir; 619 lastdir = dir;
605 if (!firstdir) 620 if (!firstdir)
606 firstdir = dir; 621 firstdir = dir;
607 } 622 }
623
608 if (diff <= 1) 624 if (diff <= 1)
609 { 625 {
610 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 627 * headed toward player for entire distance.
612 */ 628 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 631 }
632
616 if (diff > max) 633 if (diff > max)
617 return 0; 634 return 0;
618 } 635 }
636
619 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
620 if (!max) 638 if (!max)
621 return 0; 639 return 0;
622 640
623 return firstdir; 641 return firstdir;
650 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 672 {
655 remove_ob (op); 673 op->destroy ();
656 free_object (op);
657 continue; 674 continue;
658 } 675 }
659 } 676 }
660 677
661 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
672 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
673 break; 690 break;
674 691
675 if (tmp) 692 if (tmp)
676 { 693 {
677 remove_ob (op); 694 op->destroy ();
678 free_object (op);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 696 continue;
681 } 697 }
698
682 if (op->nrof > 1) 699 if (op->nrof > 1)
683 op->nrof = 1; 700 op->nrof = 1;
684 } 701 }
685 702
686 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
698 CLEAR_FLAG (op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
699 CLEAR_FLAG (op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
700 } 717 }
701 if (op->type == SPELL) 718 if (op->type == SPELL)
702 { 719 {
703 remove_ob (op); 720 op->destroy ();
704 free_object (op);
705 continue; 721 continue;
706 } 722 }
707 else if (op->type == SKILL) 723 else if (op->type == SKILL)
708 { 724 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
718 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
719 link_player_skills (pl); 735 link_player_skills (pl);
720} 736}
721 737
722void 738void
723get_name (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_NAME;
727 send_query (&op->contr->socket, 0, "What is your name?\n:");
728}
729
730void
731get_password (object *op)
732{
733 op->contr->write_buf[0] = '\0';
734 op->contr->state = ST_GET_PASSWORD;
735 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
736}
737
738void
739play_again (object *op)
740{
741 op->contr->state = ST_PLAY_AGAIN;
742 op->chosen_skill = NULL;
743 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
744 /* a bit of a hack, but there are various places early in th
745 * player creation process that a user can quit (eg, roll
746 * stats) that isn't removing the player. Taking a quick
747 * look, there are many places that call play_again without
748 * removing the player - it probably makes more sense
749 * to leave it to play_again to remove the object in all
750 * cases.
751 */
752 if (!QUERY_FLAG (op, FLAG_REMOVED))
753 remove_ob (op);
754 /* Need to set this to null - otherwise, it could point to garbage,
755 * and draw() doesn't check to see if the player is removed, only if
756 * the map is null or not swapped out.
757 */
758 op->map = NULL;
759}
760
761
762int
763receive_play_again (object *op, char key)
764{
765 if (key == 'q' || key == 'Q')
766 {
767 remove_friendly_object (op);
768 leave (op->contr, 0); /* ericserver will draw the message */
769 return 2;
770 }
771 else if (key == 'a' || key == 'A')
772 {
773 player *pl = op->contr;
774 shstr name = op->name;
775
776 remove_friendly_object (op);
777 free_object (op);
778 pl = get_player (pl);
779 op = pl->ob;
780 add_friendly_object (op);
781 op->contr->password[0] = '~';
782 op->name = op->name_pl = 0;
783 /* Lets put a space in here */
784 new_draw_info (NDI_UNIQUE, 0, op, "\n");
785 get_name (op);
786 op->name = op->name_pl = name;
787 set_first_map (op);
788 }
789 else
790 {
791 /* user pressed something else so just ask again... */
792 play_again (op);
793 }
794 return 0;
795}
796
797void
798confirm_password (object *op)
799{
800
801 op->contr->write_buf[0] = '\0';
802 op->contr->state = ST_CONFIRM_PASSWORD;
803 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
804}
805
806void
807get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
808{ 740{
809 if (party == NULL) 741 if (party == NULL)
810 { 742 {
811 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
812 return; 744 return;
813 } 745 }
746
814 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
815 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
816 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
817 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
818} 751}
819
820 752
821/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
822int 754static int
823roll_stat (void) 755roll_stat (void)
824{ 756{
825 int a[4], i, j, k; 757 int a[4], i, j, k;
826 758
827 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
828 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
829 761
830 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
831 if (a[i] < k) 763 if (a[i] < k)
832 k = a[i], j = i; 764 k = a[i], j = i;
833 765
834 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
835 {
836 if (i != j) 767 if (i != j)
837 k += a[i]; 768 k += a[i];
838 } 769
839 return k; 770 return k;
840} 771}
841 772
842void 773void
843roll_stats (object *op) 774object::roll_stats ()
844{ 775{
845 int sum = 0;
846 int i = 0, j = 0;
847 int statsort[7]; 776 int statsort [7];
848 777
849 do 778 for (;;)
850 {
851 op->stats.Str = roll_stat ();
852 op->stats.Dex = roll_stat ();
853 op->stats.Int = roll_stat ();
854 op->stats.Con = roll_stat ();
855 op->stats.Wis = roll_stat ();
856 op->stats.Pow = roll_stat ();
857 op->stats.Cha = roll_stat ();
858 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
859 } 779 {
860 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
861 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
862 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
863 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
864 statsort[1] = op->stats.Dex;
865 statsort[2] = op->stats.Int;
866 statsort[3] = op->stats.Con;
867 statsort[4] = op->stats.Wis;
868 statsort[5] = op->stats.Pow;
869 statsort[6] = op->stats.Cha;
870 790
871 /* a quick and dirty bubblesort? */
872 do
873 {
874 if (statsort[i] < statsort[i + 1])
875 {
876 j = statsort[i];
877 statsort[i] = statsort[i + 1];
878 statsort[i + 1] = j;
879 i = 0;
880 }
881 else
882 {
883 i++;
884 }
885 }
886 while (i < 6);
887
888 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
889 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
890 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
891 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
892 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
893 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
894 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
895 798
896
897 op->contr->orig_stats.Str = op->stats.Str;
898 op->contr->orig_stats.Dex = op->stats.Dex;
899 op->contr->orig_stats.Int = op->stats.Int;
900 op->contr->orig_stats.Con = op->stats.Con;
901 op->contr->orig_stats.Wis = op->stats.Wis;
902 op->contr->orig_stats.Pow = op->stats.Pow;
903 op->contr->orig_stats.Cha = op->stats.Cha;
904
905 op->level = 1;
906 op->stats.exp = 0; 799 stats.exp = 0;
907 op->stats.ac = 0; 800 stats.ac = 0;
908 801
909 op->contr->levhp[1] = 9;
910 op->contr->levsp[1] = 6;
911 op->contr->levgrace[1] = 3;
912
913 fix_player (op);
914 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
915 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
916 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
917 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
918} 814}
919 815
920void 816void
921Roll_Again (object *op) 817object::swap_stats (int a, int b)
922{ 818{
923 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
924 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
925 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
926}
927 822
928void 823 stats.Str = contr->orig_stats.Str;
929Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
930{ 855{
931 signed char tmp;
932 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
933 857
934 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
937 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
938 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
939 return;
940 }
941
942 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
943
944 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
945
946 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
947
948 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
949 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
950 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
951 op->stats.Dex = op->contr->orig_stats.Dex;
952 op->stats.Con = op->contr->orig_stats.Con;
953 op->stats.Int = op->contr->orig_stats.Int;
954 op->stats.Wis = op->contr->orig_stats.Wis;
955 op->stats.Pow = op->contr->orig_stats.Pow;
956 op->stats.Cha = op->contr->orig_stats.Cha;
957 op->stats.ac = 0;
958
959 op->level = 1;
960 op->stats.exp = 0;
961 op->stats.ac = 0;
962
963 op->contr->levhp[1] = 9;
964 op->contr->levsp[1] = 6;
965 op->contr->levgrace[1] = 3;
966
967 fix_player (op);
968 op->stats.hp = op->stats.maxhp;
969 op->stats.sp = op->stats.maxsp;
970 op->stats.grace = op->stats.maxgrace;
971 op->contr->orig_stats = op->stats;
972 op->contr->Swap_First = -1;
973}
974
975
976/* This code has been greatly reduced, because with set_attr_value
977 * and get_attr_value, the stats can be accessed just numeric
978 * ids. stat_trans is a table that translate the number entered
979 * into the actual stat. It is needed because the order the stats
980 * are displayed in the stat window is not the same as how
981 * the number's access that stat. The table does that translation.
982 */
983int
984key_roll_stat (object *op, char key)
985{
986 int keynum = key - '0';
987 char buf[MAX_BUF];
988 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
989
990 if (keynum > 0 && keynum <= 7)
991 {
992 if (op->contr->Swap_First == -1)
993 {
994 op->contr->Swap_First = stat_trans[keynum];
995 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
996 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
997 }
998 else
999 Swap_Stat (op, stat_trans[keynum]);
1000
1001 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003 }
1004 switch (key)
1005 {
1006 case 'n':
1007 case 'N':
1008 {
1009 SET_FLAG (op, FLAG_WIZ);
1010 if (op->map == NULL)
1011 {
1012 LOG (llevError, "Map == NULL in state 2\n");
1013 break;
1014 }
1015
1016#if 0
1017 /* So that enter_exit will put us at startx/starty */
1018 op->x = -1;
1019
1020 enter_exit (op, NULL);
1021#endif
1022 SET_ANIMATION (op, 2); /* So player faces south */
1023 /* Enter exit adds a player otherwise */
1024 add_statbonus (op);
1025 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1026 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1027 op->contr->state = ST_CHANGE_CLASS;
1028 if (op->msg)
1029 new_draw_info (NDI_BLUE, 0, op, op->msg);
1030 return 0;
1031 }
1032 case 'y':
1033 case 'Y':
1034 roll_stats (op);
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1036 return 1;
1037
1038 case 'q':
1039 case 'Q':
1040 play_again (op);
1041 return 1;
1042
1043 default:
1044 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1045 return 0;
1046 }
1047 return 0;
1048} 862}
1049 863
1050/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1051 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1052 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1053 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1054 * not the class. 868 * not the class.
1055 */ 869 */
1056
1057int 870int
1058key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1059{ 872{
1060 int tmp_loop; 873 int tmp_loop;
1061 874
1062 if (key == 'q' || key == 'Q')
1063 {
1064 remove_ob (op);
1065 play_again (op);
1066 return 0;
1067 }
1068 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1069 { 876 {
1070 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1071 878
1072 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1073 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
881
1074 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
1075 885
1076 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1077 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1078 888
1079 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1080 890
1081 if (op->msg) 891 if (op->msg)
1082 op->msg = NULL; 892 op->msg = NULL;
1083 893
1084 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1085 * to save here. 895 * to save here.
1086 */ 896 */
1087 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1088 make_path_to_file (buf); 898 make_path_to_file (buf);
1089 899
1090#ifdef AUTOSAVE
1091 op->contr->last_save_tick = pticks;
1092#endif
1093 start_info (op); 900 start_info (op);
1094 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1095 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1096 link_player_skills (op); 903 link_player_skills (op);
1097 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1098 fix_player (op); 905 op->update_stats ();
1099 906
1100 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1101 * is one for this race 908 * is one for this race
1102 */ 909 */
1103 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1104 { 911 {
1105 object *tmp; 912 object *tmp;
1106 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1107 914
1108 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1109 tmp = get_object (); 916 tmp = object::create ();
1110 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1111 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1112 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1113 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1114 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1115 * default initial map */ 922 * default initial map */
1116 free_object (tmp); 923 tmp->destroy ();
1117 } 924 }
1118 else 925 else
1119 {
1120 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1121 } 927
1122 return 0; 928 return 0;
1123 } 929 }
1124 930
1125 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1126 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1130 while (!tmp_loop) 936 while (!tmp_loop)
1131 { 937 {
1132 shstr name = op->name; 938 shstr name = op->name;
1133 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1134 940
1135 remove_statbonus (op); 941 op->remove_statbonus ();
1136 remove_ob (op); 942 op->remove ();
1137 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1138 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1139 op->instantiate (); 945 op->instantiate ();
1140 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1141 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1142 op->x = x; 948 op->x = x;
1143 op->y = y; 949 op->y = y;
1144 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1145 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1146 strncpy (op->contr->title, op->arch->clone.name, sizeof (op->contr->title) - 1); 952 assign (op->contr->title, op->arch->clone.name);
1147 op->contr->title[sizeof (op->contr->title) - 1] = '\0';
1148 add_statbonus (op); 953 op->add_statbonus ();
1149 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1150 } 955 }
956
1151 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1152 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1153 fix_player (op); 959 op->update_stats ();
1154 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1155 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1156 op->stats.grace = 0; 962 op->stats.grace = 0;
963
1157 if (op->msg) 964 if (op->msg)
1158 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1159 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1160 return 0; 968 return 0;
1161}
1162
1163int
1164key_confirm_quit (object *op, char key)
1165{
1166 char buf[MAX_BUF];
1167
1168 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1169 {
1170 op->contr->state = ST_PLAYING;
1171 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1172 return 1;
1173 }
1174
1175 INVOKE_PLAYER (LOGOUT, op->contr);
1176 INVOKE_PLAYER (QUIT, op->contr);
1177
1178 terminate_all_pets (op);
1179 leave_map (op);
1180 op->direction = 0;
1181 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1182
1183 strcpy (op->contr->killer, "quit");
1184 check_score (op);
1185 op->contr->party = NULL;
1186 if (settings.set_title == TRUE)
1187 op->contr->own_title[0] = '\0';
1188
1189 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1190 {
1191 mapstruct *mp, *next;
1192
1193 /* We need to hunt for any per player unique maps in memory and
1194 * get rid of them. The trailing slash in the path is intentional,
1195 * so that players named 'Ab' won't match against players 'Abe' pathname
1196 */
1197 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1198 for (mp = first_map; mp != NULL; mp = next)
1199 {
1200 next = mp->next;
1201 if (!strncmp (mp->path, buf, strlen (buf)))
1202 delete_map (mp);
1203 }
1204
1205 delete_character (op->name, 1);
1206 }
1207 play_again (op);
1208 return 1;
1209} 969}
1210 970
1211void 971void
1212flee_player (object *op) 972flee_player (object *op)
1213{ 973{
1243 { 1003 {
1244 op->enemy = NULL; 1004 op->enemy = NULL;
1245 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1246 return; 1006 return;
1247 } 1007 }
1008
1248 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1249 1010
1250 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1251 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1252 { 1013 {
1253 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1254 1015
1255 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1256 {
1257 return; 1017 return;
1258 }
1259 } 1018 }
1019
1260 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1261 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1262 op->enemy = NULL; 1022 op->enemy = NULL;
1263} 1023}
1264 1024
1269 */ 1029 */
1270int 1030int
1271check_pick (object *op) 1031check_pick (object *op)
1272{ 1032{
1273 object *tmp, *next; 1033 object *tmp, *next;
1274 tag_t next_tag = 0, op_tag;
1275 int stop = 0; 1034 int stop = 0;
1276 int j, k, wvratio; 1035 int wvratio;
1277 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1278
1279 1037
1280 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1281 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1282 return 1; 1040 return 1;
1283 1041
1284 op_tag = op->count;
1285
1286 next = op->below; 1042 next = op->below;
1287 if (next)
1288 next_tag = next->count;
1289 1043
1290 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1291 * destroyed */ 1045 * destroyed */
1292 while (next && !was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1293 { 1047 {
1294 tmp = next; 1048 tmp = next;
1295 next = tmp->below; 1049 next = tmp->below;
1296 if (next)
1297 next_tag = next->count;
1298 1050
1299 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1300 return 0; 1052 return 0;
1301 1053
1302 if (!can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1303 continue; 1055 continue;
1304 1056
1312 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1313 if (!(op->contr->mode & PU_NEWMODE)) 1065 if (!(op->contr->mode & PU_NEWMODE))
1314 { 1066 {
1315 switch (op->contr->mode) 1067 switch (op->contr->mode)
1316 { 1068 {
1317 case 0: 1069 case 0:
1318 return 1; /* don't pick up */ 1070 return 1; /* don't pick up */
1319 case 1: 1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1320 pick_up (op, tmp); 1088 pick_up (op, tmp);
1321 return 1; 1089 break;
1090
1322 case 2: 1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1323 pick_up (op, tmp); 1093 pick_up (op, tmp);
1324 return 0; 1094 break;
1325 case 3: 1095
1326 return 0; /* stop before pickup */ 1096 default:
1327 case 4: 1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1328 pick_up (op, tmp); 1100 pick_up (op, tmp);
1329 break;
1330 case 5:
1331 pick_up (op, tmp);
1332 stop = 1;
1333 break;
1334 case 6:
1335 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1336 pick_up (op, tmp);
1337 break;
1338
1339 case 7:
1340 if (tmp->type == MONEY || tmp->type == GEM)
1341 pick_up (op, tmp);
1342 break;
1343
1344 default:
1345 /* use value density */
1346 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1347 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1348 pick_up (op, tmp);
1349 } 1101 }
1350 } 1102 }
1351 else 1103 else
1352 { /* old model */ 1104 { /* old model */
1353 /* NEW pickup handling */ 1105 /* NEW pickup handling */
1358 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1359 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 else 1112 else
1361 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1362 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365 sprintf (putstring, "...flags: ");
1366 for (k = 0; k < 4; k++)
1367 {
1368 for (j = 0; j < 32; j++)
1369 {
1370 if ((tmp->flags[k] >> j) & 0x01)
1371 {
1372 sprintf (tmpstr, "%d ", k * 32 + j);
1373 strcat (putstring, tmpstr);
1374 }
1375 }
1376 }
1377 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1378
1379#if 0
1380 /* print the flags too */
1381 for (k = 0; k < 4; k++)
1382 {
1383 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1384 for (j = 0; j < 32; j++)
1385 {
1386 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1387 if (!((j + 1) % 4))
1388 fprintf (stderr, " ");
1389 }
1390 fprintf (stderr, " [%d]\n", k * 32);
1391 }
1392#endif
1393 } 1117 }
1118
1394 /* philosophy: 1119 /* philosophy:
1395 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1396 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1397 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1398 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1399 * example. 1124 * example.
1400 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1401 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1402 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1436 /* question: don't pick up known-poisonous stuff? */ 1161 /* question: don't pick up known-poisonous stuff? */
1437 if (op->contr->mode & PU_FOOD) 1162 if (op->contr->mode & PU_FOOD)
1438 if (tmp->type == FOOD) 1163 if (tmp->type == FOOD)
1439 { 1164 {
1440 pick_up (op, tmp); 1165 pick_up (op, tmp);
1441 if (0)
1442 fprintf (stderr, "FOOD\n");
1443 continue; 1166 continue;
1444 } 1167 }
1168
1445 if (op->contr->mode & PU_DRINK) 1169 if (op->contr->mode & PU_DRINK)
1446 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1447 { 1171 {
1448 pick_up (op, tmp); 1172 pick_up (op, tmp);
1449 if (0)
1450 fprintf (stderr, "DRINK\n");
1451 continue; 1173 continue;
1452 } 1174 }
1453 1175
1454 if (op->contr->mode & PU_POTION) 1176 if (op->contr->mode & PU_POTION)
1455 if (tmp->type == POTION) 1177 if (tmp->type == POTION)
1456 { 1178 {
1457 pick_up (op, tmp); 1179 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "POTION\n");
1460 continue; 1180 continue;
1461 } 1181 }
1462 1182
1463 /* spellbooks, skillscrolls and normal books/scrolls */ 1183 /* spellbooks, skillscrolls and normal books/scrolls */
1464 if (op->contr->mode & PU_SPELLBOOK) 1184 if (op->contr->mode & PU_SPELLBOOK)
1465 if (tmp->type == SPELLBOOK) 1185 if (tmp->type == SPELLBOOK)
1466 { 1186 {
1467 pick_up (op, tmp); 1187 pick_up (op, tmp);
1468 if (0)
1469 fprintf (stderr, "SPELLBOOK\n");
1470 continue; 1188 continue;
1471 } 1189 }
1190
1472 if (op->contr->mode & PU_SKILLSCROLL) 1191 if (op->contr->mode & PU_SKILLSCROLL)
1473 if (tmp->type == SKILLSCROLL) 1192 if (tmp->type == SKILLSCROLL)
1474 { 1193 {
1475 pick_up (op, tmp); 1194 pick_up (op, tmp);
1476 if (0)
1477 fprintf (stderr, "SKILLSCROLL\n");
1478 continue; 1195 continue;
1479 } 1196 }
1197
1480 if (op->contr->mode & PU_READABLES) 1198 if (op->contr->mode & PU_READABLES)
1481 if (tmp->type == BOOK || tmp->type == SCROLL) 1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1482 { 1200 {
1483 pick_up (op, tmp); 1201 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "READABLES\n");
1486 continue; 1202 continue;
1487 } 1203 }
1488 1204
1489 /* wands/staves/rods/horns */ 1205 /* wands/staves/rods/horns */
1490 if (op->contr->mode & PU_MAGIC_DEVICE) 1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1491 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1492 { 1208 {
1493 pick_up (op, tmp); 1209 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGIC_DEVICE\n");
1496 continue; 1210 continue;
1497 } 1211 }
1498 1212
1499 /* pick up all magical items */ 1213 /* pick up all magical items */
1500 if (op->contr->mode & PU_MAGICAL) 1214 if (op->contr->mode & PU_MAGICAL)
1501 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1502 { 1216 {
1503 pick_up (op, tmp); 1217 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MAGICAL\n");
1506 continue; 1218 continue;
1507 } 1219 }
1508 1220
1509 if (op->contr->mode & PU_VALUABLES) 1221 if (op->contr->mode & PU_VALUABLES)
1510 { 1222 {
1511 if (tmp->type == MONEY || tmp->type == GEM) 1223 if (tmp->type == MONEY || tmp->type == GEM)
1512 { 1224 {
1513 pick_up (op, tmp); 1225 pick_up (op, tmp);
1514 if (0)
1515 fprintf (stderr, "MONEY/GEM\n");
1516 continue; 1226 continue;
1517 } 1227 }
1518 } 1228 }
1519 1229
1520 /* rings & amulets - talismans seems to be typed AMULET */ 1230 /* rings & amulets - talismans seems to be typed AMULET */
1521 if (op->contr->mode & PU_JEWELS) 1231 if (op->contr->mode & PU_JEWELS)
1522 if (tmp->type == RING || tmp->type == AMULET) 1232 if (tmp->type == RING || tmp->type == AMULET)
1523 { 1233 {
1524 pick_up (op, tmp); 1234 pick_up (op, tmp);
1235 continue;
1525 if (0) 1236 }
1526 fprintf (stderr, "JEWELS\n"); 1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1527 continue; 1243 continue;
1528 } 1244 }
1529 1245
1530 /* bows and arrows. Bows are good for selling! */ 1246 /* bows and arrows. Bows are good for selling! */
1531 if (op->contr->mode & PU_BOW) 1247 if (op->contr->mode & PU_BOW)
1532 if (tmp->type == BOW) 1248 if (tmp->type == BOW)
1533 { 1249 {
1534 pick_up (op, tmp); 1250 pick_up (op, tmp);
1535 if (0)
1536 fprintf (stderr, "BOW\n");
1537 continue; 1251 continue;
1538 } 1252 }
1253
1539 if (op->contr->mode & PU_ARROW) 1254 if (op->contr->mode & PU_ARROW)
1540 if (tmp->type == ARROW) 1255 if (tmp->type == ARROW)
1541 { 1256 {
1542 pick_up (op, tmp); 1257 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARROW\n");
1545 continue; 1258 continue;
1546 } 1259 }
1547 1260
1548 /* all kinds of armor etc. */ 1261 /* all kinds of armor etc. */
1549 if (op->contr->mode & PU_ARMOUR) 1262 if (op->contr->mode & PU_ARMOUR)
1550 if (tmp->type == ARMOUR) 1263 if (tmp->type == ARMOUR)
1551 { 1264 {
1552 pick_up (op, tmp); 1265 pick_up (op, tmp);
1553 if (0)
1554 fprintf (stderr, "ARMOUR\n");
1555 continue; 1266 continue;
1556 } 1267 }
1268
1557 if (op->contr->mode & PU_HELMET) 1269 if (op->contr->mode & PU_HELMET)
1558 if (tmp->type == HELMET) 1270 if (tmp->type == HELMET)
1559 { 1271 {
1560 pick_up (op, tmp); 1272 pick_up (op, tmp);
1561 if (0)
1562 fprintf (stderr, "HELMET\n");
1563 continue; 1273 continue;
1564 } 1274 }
1275
1565 if (op->contr->mode & PU_SHIELD) 1276 if (op->contr->mode & PU_SHIELD)
1566 if (tmp->type == SHIELD) 1277 if (tmp->type == SHIELD)
1567 { 1278 {
1568 pick_up (op, tmp); 1279 pick_up (op, tmp);
1569 if (0)
1570 fprintf (stderr, "SHIELD\n");
1571 continue; 1280 continue;
1572 } 1281 }
1282
1573 if (op->contr->mode & PU_BOOTS) 1283 if (op->contr->mode & PU_BOOTS)
1574 if (tmp->type == BOOTS) 1284 if (tmp->type == BOOTS)
1575 { 1285 {
1576 pick_up (op, tmp); 1286 pick_up (op, tmp);
1577 if (0)
1578 fprintf (stderr, "BOOTS\n");
1579 continue; 1287 continue;
1580 } 1288 }
1289
1581 if (op->contr->mode & PU_GLOVES) 1290 if (op->contr->mode & PU_GLOVES)
1582 if (tmp->type == GLOVES) 1291 if (tmp->type == GLOVES)
1583 { 1292 {
1584 pick_up (op, tmp); 1293 pick_up (op, tmp);
1585 if (0)
1586 fprintf (stderr, "GLOVES\n");
1587 continue; 1294 continue;
1588 } 1295 }
1296
1589 if (op->contr->mode & PU_CLOAK) 1297 if (op->contr->mode & PU_CLOAK)
1590 if (tmp->type == CLOAK) 1298 if (tmp->type == CLOAK)
1591 { 1299 {
1592 pick_up (op, tmp); 1300 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "GLOVES\n");
1595 continue; 1301 continue;
1596 } 1302 }
1597 1303
1598 /* hoping to catch throwing daggers here */ 1304 /* hoping to catch throwing daggers here */
1599 if (op->contr->mode & PU_MISSILEWEAPON) 1305 if (op->contr->mode & PU_MISSILEWEAPON)
1600 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1601 { 1307 {
1602 pick_up (op, tmp); 1308 pick_up (op, tmp);
1603 if (0)
1604 fprintf (stderr, "MISSILEWEAPON\n");
1605 continue; 1309 continue;
1606 } 1310 }
1607 1311
1608 /* careful: chairs and tables are weapons! */ 1312 /* careful: chairs and tables are weapons! */
1609 if (op->contr->mode & PU_ALLWEAPON) 1313 if (op->contr->mode & PU_ALLWEAPON)
1612 { 1316 {
1613 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1614 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1615 { 1319 {
1616 pick_up (op, tmp); 1320 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1321 continue;
1620 } 1322 }
1621 } 1323 }
1324
1622 if (tmp->type == WEAPON && tmp->name == NULL) 1325 if (tmp->type == WEAPON && tmp->name == NULL)
1623 { 1326 {
1624 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1625 { 1328 {
1626 pick_up (op, tmp); 1329 pick_up (op, tmp);
1627 if (0)
1628 fprintf (stderr, "WEAPON\n");
1629 continue; 1330 continue;
1630 } 1331 }
1631 } 1332 }
1632 } 1333 }
1633 1334
1634 /* misc stuff that's useful */ 1335 /* misc stuff that's useful */
1635 if (op->contr->mode & PU_KEY) 1336 if (op->contr->mode & PU_KEY)
1636 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1637 { 1338 {
1638 pick_up (op, tmp); 1339 pick_up (op, tmp);
1639 if (0)
1640 fprintf (stderr, "KEY\n");
1641 continue; 1340 continue;
1642 } 1341 }
1643 1342
1644 /* any of the last 4 bits set means we use the ratio for value 1343 /* any of the last 4 bits set means we use the ratio for value
1645 * pickups */ 1344 * pickups */
1667 continue; 1366 continue;
1668 } 1367 }
1669 } 1368 }
1670 } /* the new pickup model */ 1369 } /* the new pickup model */
1671 } 1370 }
1371
1672 return !stop; 1372 return !stop;
1673} 1373}
1674 1374
1675/* 1375/*
1676 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1678 * found object is returned. 1378 * found object is returned.
1679 */ 1379 */
1680object * 1380object *
1681find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1682{ 1382{
1683 object *tmp = NULL; 1383 object *tmp = 0;
1684 1384
1685 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1686 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1687 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1688 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1689 return op; 1389 return op;
1390
1690 return tmp; 1391 return tmp;
1691} 1392}
1692 1393
1693/* 1394/*
1694 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1695 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1696 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1697 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1698 */ 1399 */
1699
1700object * 1400object *
1701find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1702{ 1402{
1703 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1704 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1775 1475
1776object * 1476object *
1777pick_arrow_target (object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1778{ 1478{
1779 object *tmp = NULL; 1479 object *tmp = NULL;
1780 mapstruct *m; 1480 maptile *m;
1781 int i, mflags, found, number; 1481 int i, mflags, found, number;
1782 sint16 x, y; 1482 sint16 x, y;
1783 1483
1784 if (op->map == NULL) 1484 if (op->map == NULL)
1785 return find_arrow (op, type); 1485 return find_arrow (op, type);
1845 */ 1545 */
1846int 1546int
1847fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1848{ 1548{
1849 object *left, *bow; 1549 object *left, *bow;
1850 tag_t left_tag, tag;
1851 int bowspeed, mflags; 1550 int bowspeed, mflags;
1852 mapstruct *m; 1551 maptile *m;
1853 1552
1854 if (!dir) 1553 if (!dir)
1855 { 1554 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1857 return 0; 1556 return 0;
1858 } 1557 }
1558
1859 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1860 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1861 else 1561 else
1862 { 1562 {
1863 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1871 { 1571 {
1872 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1873 return 0; 1573 return 0;
1874 } 1574 }
1875 } 1575 }
1576
1876 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1877 { 1578 {
1878 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1879 return 0; 1580 return 0;
1880 } 1581 }
1882 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1883 1584
1884 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1885 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1886 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1887 if (bowspeed < 1) 1589 if (bowspeed < 1)
1888 bowspeed = 1; 1590 bowspeed = 1;
1889 1591
1890 if (arrow == NULL) 1592 if (arrow == NULL)
1891 { 1593 {
1897 else 1599 else
1898 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1899 return 0; 1601 return 0;
1900 } 1602 }
1901 } 1603 }
1604
1902 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1903 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1904 {
1905 return 0; 1607 return 0;
1906 } 1608
1907 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1908 { 1610 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1910 return 0; 1612 return 0;
1911 } 1613 }
1912 1614
1913 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1914 if (arrow->nrof == 0) 1616 if (arrow->nrof == 0)
1915 { 1617 {
1916 remove_ob (arrow); 1618 arrow->destroy ();
1917 free_object (arrow);
1918 return 0; 1619 return 0;
1919 } 1620 }
1920 1621
1921 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1922 left_tag = left->count;
1923 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1924 if (arrow == NULL) 1624 if (!arrow)
1925 { 1625 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1927 return 0; 1627 return 0;
1928 } 1628 }
1929 set_owner (arrow, op); 1629
1630 arrow->set_owner (op);
1930 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1931
1932 arrow->direction = dir; 1632 arrow->direction = dir;
1933 arrow->x = sx;
1934 arrow->y = sy;
1935 1633
1936 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1937 { 1635 {
1938 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1939 fix_player (op); 1637 op->update_stats ();
1940 } 1638 }
1941 1639
1942 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1943 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1944 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1945 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1946 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1947 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1948 1646
1949 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1950 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1951 */ 1649 */
1952 1650
1954 1652
1955 /* update the speed */ 1653 /* update the speed */
1956 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1957 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1958 1656
1959 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1960 arrow->speed = 1.0;
1961 update_ob_speed (arrow);
1962 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1963 1659
1964 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1965 { 1661 {
1966 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1970 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1971 } 1667 }
1972 else 1668 else
1973 { 1669 {
1974 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1975
1976 arrow->level = op->level; 1671 arrow->level = op->level;
1977 } 1672 }
1673
1978 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1979 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1980 if (bow->slaying != NULL) 1677 if (bow->slaying)
1981 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1982 1679
1983 arrow->map = m;
1984 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1985 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1986 1682
1987 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1988 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1989 insert_ob_in_map (arrow, m, op, 0);
1990 1685
1991 if (!was_destroyed (arrow, tag)) 1686 if (!arrow->destroyed ())
1992 move_arrow (arrow); 1687 move_arrow (arrow);
1993 1688
1994 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1995 { 1690 {
1996 if (was_destroyed (left, left_tag)) 1691 if (left->destroyed ())
1997 esrv_del_item (op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1998 else 1693 else
1999 esrv_send_item (op, left); 1694 esrv_send_item (op, left);
2000 } 1695 }
1696
2001 return 1; 1697 return 1;
2002} 1698}
2003 1699
2004/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
2005 * account the special fire modes players can have 1701 * account the special fire modes players can have
2019 } 1715 }
2020 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2021 { 1717 {
2022 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2023 wcmod = -1; 1719 wcmod = -1;
1720
2024 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2025 } 1722 }
2026 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
2027 { 1724 {
2028 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2098 1795
2099 if (item->arch) 1796 if (item->arch)
2100 { 1797 {
2101 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2102 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2103 item->speed = 0; 1800 item->set_speed (0);
2104 update_ob_speed (item);
2105 } 1801 }
1802
2106 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2107 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2108 } 1805 }
2109 } 1806 }
2110 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2111 {
2112 drain_rod_charge (item); 1808 drain_rod_charge (item);
2113 }
2114 } 1809 }
2115} 1810}
2116 1811
2117/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2118 */ 1813 */
2125 if (action_makes_visible (op)) 1820 if (action_makes_visible (op))
2126 make_visible (op); 1821 make_visible (op);
2127 1822
2128 switch (op->contr->shoottype) 1823 switch (op->contr->shoottype)
2129 { 1824 {
2130 case range_none: 1825 case range_none:
2131 return; 1826 return;
2132 1827
2133 case range_bow: 1828 case range_bow:
2134 player_fire_bow (op, dir); 1829 player_fire_bow (op, dir);
2135 return; 1830 return;
2136 1831
2137 case range_magic: /* Casting spells */ 1832 case range_magic: /* Casting spells */
2138 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : NULL)); 1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
2139 return; 1834 return;
2140 1835
2141 case range_misc: 1836 case range_misc:
2142 fire_misc_object (op, dir); 1837 fire_misc_object (op, dir);
2143 return; 1838 return;
2144 1839
2145 case range_golem: /* Control summoned monsters from scrolls */ 1840 case range_golem: /* Control summoned monsters from scrolls */
2146 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2147 { 1842 {
2148 op->contr->ranges[range_golem] = NULL; 1843 op->contr->ranges[range_golem] = 0;
2149 op->contr->shoottype = range_none; 1844 op->contr->shoottype = range_none;
2150 op->contr->golem_count = 0;
2151 } 1845 }
2152 else 1846 else
2153 control_golem (op->contr->ranges[range_golem], dir); 1847 control_golem (op->contr->ranges[range_golem], dir);
2154 return; 1848 return;
2155 1849
2156 case range_skill: 1850 case range_skill:
2157 if (!op->chosen_skill) 1851 if (!op->chosen_skill)
2158 { 1852 {
2159 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2161 return; 1855 return;
2162 } 1856 }
1857
2163 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2164 return; 1859 return;
2165 case range_builder: 1860 case range_builder:
2166 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2167 return; 1862 return;
2168 default: 1863 default:
2169 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2170 return; 1865 return;
2171 } 1866 }
2172} 1867}
2173
2174
2175 1868
2176/* find_key 1869/* find_key
2177 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
2178 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2179 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2181 * pl is the player, 1874 * pl is the player,
2182 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2183 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2184 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2185 */ 1878 */
2186
2187object * 1879object *
2188find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2189{ 1881{
2190 object *tmp, *key; 1882 object *tmp, *key;
2191 1883
2192 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2193 if (container->inv == NULL) 1885 if (!container->inv)
2194 return NULL; 1886 return 0;
2195 1887
2196 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
2197 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2198 { 1890 {
2199 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2200 break; 1892 break;
2201 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2202 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2203 */ 1895 */
2204 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2205 break; 1897 break;
2206 } 1898 }
1899
2207 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2208 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
2209 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
2210 * a key, return 1903 * a key, return
2211 */ 1904 */
2212 if (!tmp) 1905 if (!tmp)
2213 { 1906 {
2214 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2215 { 1908 {
2216 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2217 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2218 { 1911 {
2219 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2220 return key; 1913 return key;
2221 } 1914 }
2222 } 1915 }
1916
2223 if (!tmp) 1917 if (!tmp)
2224 return NULL; 1918 return NULL;
2225 } 1919 }
1920
2226 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
2227 * see if we actually want to use it 1922 * see if we actually want to use it
2228 */ 1923 */
2229 if (pl != container) 1924 if (pl != container)
2230 { 1925 {
2251 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2252 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2253 return NULL; 1948 return NULL;
2254 } 1949 }
2255 } 1950 }
1951
2256 return tmp; 1952 return tmp;
2257} 1953}
2258 1954
2259/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2260 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2262 * 0 otherwise 1958 * 0 otherwise
2263 */ 1959 */
2264static int 1960static int
2265player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2266{ 1962{
2267
2268 /* 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,
2269 * 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 -
2270 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2271 */ 1966 */
2272 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2279 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2280 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2281 make_visible (op); 1976 make_visible (op);
2282 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2283 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2284 if (door->type == DOOR) 1980 if (door->type == DOOR)
2285 {
2286 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2287 }
2288 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2289 { 1983 {
2290 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2291 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2292 } 1986 }
1987
2293 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2294 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2295 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2296 if (container != op) 1991 if (container != op)
2297 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2298 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2299 } 1995 }
2300 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2301 { 1997 {
2302 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2303 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2304 return 1; 2000 return 1;
2305 } 2001 }
2002
2306 return 0; 2003 return 0;
2307} 2004}
2308 2005
2309/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2310 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2311 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2312 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2313 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2314 */ 2011 */
2315
2316void 2012void
2317move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2318{ 2014{
2319 object *tmp, *mon; 2015 object *tmp, *mon;
2320 sint16 nx, ny; 2016 sint16 nx, ny;
2321 int on_battleground; 2017 int on_battleground;
2322 mapstruct *m; 2018 maptile *m;
2323 2019
2324 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2325 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2326 2022
2327 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2328 2024
2329 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2330 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2331 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2332 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2337 */ 2033 */
2338 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2339 { 2035 {
2340 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2341 { 2037 {
2342 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2343 if (!m) 2039 if (!m)
2344 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2345 } 2041 }
2346 else 2042 else
2347 m = op->map; 2043 m = op->map;
2348 2044
2349 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2350 {
2351 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2352 return; 2046 return;
2353 }
2354 2047
2355 mon = NULL; 2048 mon = 0;
2356 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2357 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2358 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2359 * on the space 2052 * on the space
2360 */ 2053 */
2361 while (tmp != NULL) 2054 while (tmp)
2362 { 2055 {
2363 if (tmp == op) 2056 if (tmp == op)
2364 { 2057 {
2365 tmp = tmp->above; 2058 tmp = tmp->above;
2366 continue; 2059 continue;
2367 } 2060 }
2061
2368 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2369 { 2063 {
2370 mon = tmp; 2064 mon = tmp;
2371 break; 2065 break;
2372 } 2066 }
2067
2373 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2374 mon = tmp; 2069 mon = tmp;
2070
2375 tmp = tmp->above; 2071 tmp = tmp->above;
2376 } 2072 }
2377 2073
2378 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2379 return; /* into a wall */ 2075 return; /* into a wall */
2380 2076
2381 if (mon->head != NULL) 2077 if (mon->head)
2382 mon = mon->head; 2078 mon = mon->head;
2383 2079
2384 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2385 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2386 return; 2082 return;
2398 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2399 */ 2095 */
2400 if ((op->type == PLAYER) 2096 if ((op->type == PLAYER)
2401#if COZY_SERVER 2097#if COZY_SERVER
2402 && 2098 &&
2403 ((get_owner (mon) && get_owner (mon)->contr 2099 ((mon->owner && mon->owner->contr
2404 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2405#else 2101#else
2406 && get_owner (mon) == op 2102 && mon->owner == op
2407#endif 2103#endif
2408 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2409 { 2105 {
2410 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2411 if (op->contr->braced) 2107 if (op->contr->braced)
2412 return; 2108 return;
2109
2413 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2414 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2415 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2416 make_visible (op); 2113 make_visible (op);
2114
2417 return; 2115 return;
2418 } 2116 }
2419 2117
2420 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2421 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2423 * attack them either. 2121 * attack them either.
2424 */ 2122 */
2425 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2426 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2427#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2428 (op->contr->peaceful 2126 (op->contr->peaceful
2429 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2430 && mon->contr-> 2128 && mon->contr->
2431 peaceful)) && 2129 peaceful)) &&
2432#else 2130#else
2433 op->contr->peaceful && 2131 op->contr->peaceful &&
2434#endif 2132#endif
2435 !on_battleground)) 2133 !on_battleground))
2436 { 2134 {
2437 if (!op->contr->braced) 2135 if (!op->contr->braced)
2438 { 2136 {
2439 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2440 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2441 } 2139 }
2442 else 2140 else
2443 {
2444 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2445 } 2142
2446 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2447 make_visible (op); 2144 make_visible (op);
2448 } 2145 }
2449 2146
2450 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2461 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2462 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2463 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2464 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2465 */ 2162 */
2466
2467 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2468 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2469 { 2165 {
2470 2166
2471 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2478 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2479 2175
2480 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2481 } 2177 }
2482 2178
2483 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2484 2180
2485 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2486 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2487 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2488 * the wiz. 2184 * the wiz.
2490 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2491 { 2187 {
2492 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2493 2189
2494 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2495 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2496 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2497 } 2193 }
2194
2498 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2499 make_visible (op); 2196 make_visible (op);
2500 } 2197 }
2501 } /* if player should attack something */ 2198 } /* if player should attack something */
2502} 2199}
2504int 2201int
2505move_player (object *op, int dir) 2202move_player (object *op, int dir)
2506{ 2203{
2507 int pick; 2204 int pick;
2508 2205
2509 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2510 return 0; 2207 return 0;
2511 2208
2512 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2513 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2514 { 2211 {
2515 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2516 return 0; 2213 return 0;
2517 } 2214 }
2518 2215
2519 /* peterm: added following line */ 2216 /* peterm: added following line */
2520 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2521 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2522 2219
2523 op->facing = dir; 2220 op->facing = dir;
2524 2221
2525 if (op->hide) 2222 if (op->hide)
2526 do_hidden_move (op); 2223 do_hidden_move (op);
2537 2234
2538 /* Add special check for newcs players and fire on - this way, the 2235 /* Add special check for newcs players and fire on - this way, the
2539 * server can handle repeat firing. 2236 * server can handle repeat firing.
2540 */ 2237 */
2541 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2542 {
2543 op->direction = dir; 2239 op->direction = dir;
2544 }
2545 else 2240 else
2546 {
2547 op->direction = 0; 2241 op->direction = 0;
2548 } 2242
2549 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2550 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2551 * for players. 2245 * for players.
2552 */ 2246 */
2553 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2598 /* I've been seeing crashes where the golem has been destroyed, but 2292 /* I've been seeing crashes where the golem has been destroyed, but
2599 * the player object still points to the defunct golem. The code that 2293 * the player object still points to the defunct golem. The code that
2600 * destroys the golem looks correct, and it doesn't always happen, so 2294 * destroys the golem looks correct, and it doesn't always happen, so
2601 * put this in a a workaround to clean up the golem pointer. 2295 * put this in a a workaround to clean up the golem pointer.
2602 */ 2296 */
2603 if (op->contr->ranges[range_golem] &&
2604 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2605 {
2606 op->contr->ranges[range_golem] = NULL; 2298 op->contr->ranges[range_golem] = 0;
2607 op->contr->golem_count = 0;
2608 }
2609 2299
2610 /* call this here - we also will call this in do_ericserver, but 2300 /* call this here - we also will call this in do_ericserver, but
2611 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2612 * called, so we recheck it here. 2302 * called, so we recheck it here.
2613 */ 2303 */
2614 HandleClient (&op->contr->socket, op->contr); 2304 if (op->contr->ns->handle_command ())
2305 return 1;
2306
2615 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2616 return 0; 2308 {
2617
2618 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2619 { 2310 {
2620 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2621 op->speed_left--; 2312 op->speed_left--;
2622 2313
2623 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2624 * of it. Also, some of the skill stuff is only put in 2315 * of it. Also, some of the skill stuff is only put in
2625 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2626 */ 2317 */
2627 move_player (op, op->direction); 2318 move_player (op, op->direction);
2628 if (op->speed_left > 0) 2319
2629 return 1; 2320 return op->speed_left > 0;
2630 else 2321 }
2631 return 0;
2632 } 2322 }
2323
2633 return 0; 2324 return 0;
2634} 2325}
2635 2326
2636int 2327int
2637save_life (object *op) 2328save_life (object *op)
2638{ 2329{
2639 object *tmp;
2640
2641 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2330 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2642 return 0; 2331 return 0;
2643 2332
2644 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2333 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2645 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2646 { 2335 {
2647 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2336 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2337 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338
2649 if (op->contr) 2339 if (op->contr)
2650 esrv_del_item (op->contr, tmp->count); 2340 esrv_del_item (op->contr, tmp->count);
2651 remove_ob (tmp); 2341
2652 free_object (tmp); 2342 tmp->destroy ();
2653 CLEAR_FLAG (op, FLAG_LIFESAVE); 2343 CLEAR_FLAG (op, FLAG_LIFESAVE);
2344
2654 if (op->stats.hp < 0) 2345 if (op->stats.hp < 0)
2655 op->stats.hp = op->stats.maxhp; 2346 op->stats.hp = op->stats.maxhp;
2347
2656 if (op->stats.food < 0) 2348 if (op->stats.food < 0)
2657 op->stats.food = 999; 2349 op->stats.food = 999;
2658 fix_player (op); 2350
2351 op->update_stats ();
2659 return 1; 2352 return 1;
2660 } 2353 }
2354
2661 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2662 CLEAR_FLAG (op, FLAG_LIFESAVE); 2356 CLEAR_FLAG (op, FLAG_LIFESAVE);
2663 enter_player_savebed (op); /* bring him home. */ 2357 enter_player_savebed (op); /* bring him home. */
2664 return 0; 2358 return 0;
2665} 2359}
2670 * from. 2364 * from.
2671 */ 2365 */
2672void 2366void
2673remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2674{ 2368{
2675 object *next;
2676
2677 while (op) 2369 while (op)
2678 { 2370 {
2679 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' */
2680 * we remove object 'op' 2372
2681 */
2682 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2683 { 2374 {
2684 remove_ob (op);
2685 op->x = env->x;
2686 op->y = env->y;
2687 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2688 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2689 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2690 } 2379 }
2691 else if (op->inv) 2380 else if (op->inv)
2692 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2693 op = next; 2383 op = next;
2694 } 2384 }
2695} 2385}
2696
2697 2386
2698/* 2387/*
2699 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2700 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2701 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2712 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2713 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2714 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2715 else 2404 else
2716 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2717 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2718 strcat (buf2, buf); 2408 strcat (buf2, buf);
2719 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2720 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);
2721 else 2411 else
2722 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
2723 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2415 strcat (buf2, buf);
2725 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2726 { 2417 {
2727 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2728 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2729 strcat (buf2, buf); 2420 strcat (buf2, buf);
2730 } 2421 }
2422
2731 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2732 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2733 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2734 return buf2; 2427 return buf2;
2735} 2428}
2736
2737
2738 2429
2739void 2430void
2740do_some_living (object *op) 2431do_some_living (object *op)
2741{ 2432{
2742 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2751 const int max_grace = 1; 2442 const int max_grace = 1;
2752 2443
2753 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2754 { 2445 {
2755 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2756 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)
2757 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2758 } 2449 }
2759 2450
2760 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2761 { 2452 {
2762
2763 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2764 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2765 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2766 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2767 else 2457 else
2768 { 2458 {
2769 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2770 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2771 } 2461 }
2462
2772 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2773 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2774 else 2465 else
2775 { 2466 {
2776 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2777 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2778 } 2469 }
2470
2779 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2780 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2781 else 2473 else
2782 { 2474 {
2783 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2799 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2800 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))
2801 op->stats.food = last_food; 2493 op->stats.food = last_food;
2802 } 2494 }
2803 } 2495 }
2496
2804 if (max_sp > 1) 2497 if (max_sp > 1)
2805 { 2498 {
2806 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2807 if (over_sp > 0) 2500 if (over_sp > 0)
2808 { 2501 {
2809 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2810 { 2503 {
2811 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2812 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))
2813 op->stats.sp--; 2507 op->stats.sp--;
2508
2814 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2815 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2816 } 2511 }
2817 op->last_sp = 0; 2512 op->last_sp = 0;
2818 } 2513 }
2819 else 2514 else
2820 {
2821 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);
2822 }
2823 } 2516 }
2824 else 2517 else
2825 {
2826 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);
2827 }
2828 } 2519 }
2829 2520
2830 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2831 /* 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. */
2832 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2833 { 2524 {
2834 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2835 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2836 if (max_grace > 1) 2528 if (max_grace > 1)
2837 { 2529 {
2838 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2839 if (over_grace > 0) 2531 if (over_grace > 0)
2840 { 2532 {
2868 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2869 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))
2870 op->stats.food = last_food; 2562 op->stats.food = last_food;
2871 } 2563 }
2872 } 2564 }
2565
2873 if (max_hp > 1) 2566 if (max_hp > 1)
2874 { 2567 {
2875 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2876 if (over_hp > 0) 2569 if (over_hp > 0)
2877 { 2570 {
2901 2594
2902 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2903 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);
2904 else 2597 else
2905 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2906 /* dms do not consume food */ 2600 /* dms do not consume food */
2907 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2908 op->stats.food--; 2602 op->stats.food--;
2909 } 2603 }
2910 }
2911 2604
2912 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2913 { 2606 {
2914 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2915 2608
2916 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2917 { 2610 {
2918 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2919 {
2920 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2921 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2922 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.");
2923 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2924 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2925 break; 2618 break;
2926 } 2619 }
2927 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2928 flesh = tmp; 2621 flesh = tmp;
2929 } /* End if paid for object */ 2622 } /* End if paid for object */
2930 } /* end of for loop */ 2623 } /* end of for loop */
2624
2931 /* 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
2932 * eat flesh instead. 2626 * eat flesh instead.
2933 */ 2627 */
2934 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2935 { 2629 {
2936 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.");
2937 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2938 } 2632 }
2939 } /* end if player is starving */ 2633 }
2940 2634
2941 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2942 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2943 2637
2944 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))
2945 kill_player (op); 2639 kill_player (op);
2640 }
2946} 2641}
2947
2948
2949 2642
2950/* 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.
2951 * 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
2952 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2953 * file. 2646 * file.
2957{ 2650{
2958 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2959 int x, y; 2652 int x, y;
2960 2653
2961 //int i; 2654 //int i;
2962 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2963 2656
2964 /* int z; 2657 /* int z;
2965 int num_stats_lose; 2658 int num_stats_lose;
2966 int lost_a_stat; 2659 int lost_a_stat;
2967 int lose_this_stat; 2660 int lose_this_stat;
2982 { 2675 {
2983 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!");
2984 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...");
2985 2678
2986 /* restore player */ 2679 /* restore player */
2987 at = find_archetype ("poisoning"); 2680 at = archetype::find ("poisoning");
2988 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2989 if (tmp)
2990 { 2682 {
2991 remove_ob (tmp); 2683 tmp->destroy ();
2992 free_object (tmp);
2993 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2994 } 2685 }
2995 2686
2996 at = find_archetype ("confusion"); 2687 at = archetype::find ("confusion");
2997 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2998 if (tmp)
2999 { 2689 {
3000 remove_ob (tmp); 2690 tmp->destroy ();
3001 free_object (tmp);
3002 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3003 } 2692 }
3004 2693
3005 cure_disease (op, 0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
3006 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
3007 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
3008 op->stats.food = 999; 2697 op->stats.food = 999;
3009 2698
3010 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
3011 tmp = arch_to_object (find_archetype ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
3012 if (tmp != NULL)
3013 { 2701 {
3014 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
3015 tmp->name = buf; 2703 tmp->name = buf;
3016 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
3017 " 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",
3018 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3019 tmp->msg = buf; 2707 tmp->msg = buf;
3020 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
3021 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
3022 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
3023 insert_ob_in_map (tmp, op->map, op, 0);
3024 } 2711 }
3025 2712
3026 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
3027 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
3028 op->contr->braced = 0; 2715 op->contr->braced = 0;
3033 2720
3034 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
3035 2722
3036 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
3037 { 2724 {
3038 if (op->contr->explore)
3039 {
3040 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3041 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3042 op->stats.food = 999;
3043 return;
3044 }
3045 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
3046 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3047 } 2727 }
3048 else 2728 else
3049 {
3050 if (op->contr->explore)
3051 {
3052 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3053 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3054 op->stats.hp = op->stats.maxhp;
3055 return;
3056 }
3057 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3058 } 2730
3059 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3060 2732
3061 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3062 x = op->x; 2734 x = op->x;
3063 y = op->y; 2735 y = op->y;
3064 map = op->map; 2736 map = op->map;
3065 2737
3066
3067 if (settings.not_permadeth == TRUE)
3068 {
3069 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3070 * 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.
3071 * 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.
3072 */ 2741 */
3073 2742
3074 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3075 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3076 * of death. 2745 * of death.
3077 */ 2746 */
3078#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3079 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3080 { 2749 {
3081 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3082 /* 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
3083 more if they do. */ 2752 more if they do. */
3084 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3085 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3086 little bit harder. */ 2755 little bit harder. */
3087 /* GD */ 2756 /* GD */
3088 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3089 num_stats_lose = 1; 2758 num_stats_lose = 1;
3090 else
3091 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3092 }
3093 else 2759 else
3094 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3095 num_stats_lose = 1; 2763 num_stats_lose = 1;
3096 } 2764
3097 lost_a_stat = 0; 2765 lost_a_stat = 0;
3098 2766
3099 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3100 { 2768 {
3101 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3102 2770
3103 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3104 { 2772 {
3105 /* 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
3106 * what he lost. 2774 * what he lost.
3107 */ 2775 */
3108 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3109 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3110 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3111 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3112 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3113 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);
3114 } 2794 }
3115 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3116 { 2797 {
3117 /* deplete a stat */ 2798 /* GD */
3118 archetype *deparch = find_archetype ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3119 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3120 2801 if (this_stat < 0)
3121 dep = present_arch_in_ob (deparch, op);
3122 if (!dep)
3123 { 2802 {
3124 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3125 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3126 } 2805
3127 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3128 if (settings.balanced_stat_loss)
3129 {
3130 /* GD */
3131 /* Get the stat that we're about to deplete. */
3132 this_stat = get_attr_value (&(dep->stats), i);
3133 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)
3134 { 2812 {
3135 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3136 int keep_chance = this_stat * this_stat;
3137
3138 /* Yes, I am paranoid. Sue me. */
3139 if (keep_chance < 1)
3140 keep_chance = 1;
3141
3142 /* There is a maximum depletion total per level. */
3143 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3144 {
3145 lose_this_stat = 0; 2813 lose_this_stat = 0;
3146 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3147 retain the stat. */ 2815 retain the stat. */
3148 }
3149 else
3150 {
3151 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3152 lose_this_stat = 0;
3153 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3154 this_stat, keep_chance, loss_chance,
3155 lose_this_stat?"LOSE":"KEEP"); */
3156 }
3157 } 2816 }
3158 }
3159
3160 if (lose_this_stat)
3161 {
3162 this_stat = get_attr_value (&(dep->stats), i);
3163 /* We could try to do something clever like find another
3164 * stat to reduce if this fails. But chances are, if
3165 * stats have been depleted to -50, all are pretty low
3166 * and should be roughly the same, so it shouldn't make a
3167 * difference.
3168 */ 2817 else
3169 if (this_stat >= -50)
3170 { 2818 {
3171 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3172 SET_FLAG (dep, FLAG_APPLIED);
3173 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3174 fix_player (op);
3175 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"); */
3176 } 2824 }
3177 } 2825 }
3178 } 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 }
3179 } 2845 }
2846 }
2847 }
3180 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3181 if (!lost_a_stat) 2849 if (!lost_a_stat)
3182 { 2850 {
3183 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3184 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3185 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3186 2854
3187 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3188 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);
3189 else 2857 else
3190 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.");
3191 } 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.");
3192#endif 2862#endif
3193 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3194 2863
3195 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3196 * exp loss on the stone. 2865 * exp loss on the stone.
3197 */ 2866 */
3198 tmp = arch_to_object (find_archetype ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3199 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3200 tmp->name = buf; 2869 tmp->name = buf;
3201 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3202 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3203 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);
3204 tmp->msg = buf; 2873 tmp->msg = buf;
3205 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3206 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3207 2876
3208 /**************************************/ 2877 /**************************************/
3209 /* */ 2878 /* */
3210 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3211 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3212 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3213 /* */ 2882 /* */
3214
3215 /**************************************/ 2883 /**************************************/
3216 2884
3217 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3218 /* restore player */ 2886 /* restore player */
3219 at = find_archetype ("poisoning"); 2887 at = archetype::find ("poisoning");
3220 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
2889
3221 if (tmp) 2890 if (tmp)
3222 { 2891 {
3223 remove_ob (tmp); 2892 tmp->destroy ();
3224 free_object (tmp);
3225 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3226 } 2894 }
3227 2895
3228 at = find_archetype ("confusion"); 2896 at = archetype::find ("confusion");
3229 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3230 if (tmp) 2898 if (tmp)
3231 { 2899 {
3232 remove_ob (tmp); 2900 tmp->destroy ();
3233 free_object (tmp);
3234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3235 } 2902 }
2903
3236 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3237 2905
3238 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3239 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3240 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3241 op->stats.food = 900; 2909 op->stats.food = 900;
3242 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3243 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3244 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3245 2913
3246 /* 2914 /*
3247 * 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
3248 * 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
3249 * in the map. 2917 * in the map.
3250 */ 2918 */
3251 2919
3252 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3253 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3254 2922
3255 /****************************************/ 2923 /****************************************/
3256 /* */ 2924 /* */
3257 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3258 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3259 /* */ 2927 /* */
3260
3261 /****************************************/ 2928 /****************************************/
3262 2929
3263 enter_player_savebed (op); 2930 enter_player_savebed (op);
3264 2931
3265 /* Save the player before inserting the force to reduce
3266 * chance of abuse.
3267 */
3268 op->contr->braced = 0; 2932 op->contr->braced = 0;
3269 save_player (op, 1);
3270 2933
3271 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3272 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3273 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3274 * on the space that might harm the player. 2937 * on the space that might harm the player.
3275 */ 2938 */
3276 will_kill_again = 0; 2939 will_kill_again = 0;
3277 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)
3278 {
3279 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3280 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3281 } 2943
3282 if (will_kill_again) 2944 if (will_kill_again)
3283 { 2945 {
3284 object *force; 2946 object *force;
3285 int at; 2947 int at;
3286 2948
3287 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3288 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3289 force->speed = 0.1; 2951 force->speed = 0.1;
3290 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3291 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3292 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3293 {
3294 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3295 force->resist[at] = 100; 2956 force->resist[at] = 100;
3296 } 2957
3297 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3298 fix_player (op); 2959 op->update_stats ();
3299 2960
3300 } 2961 }
3301 2962
3302 /**************************************/
3303 /* */
3304 /* Repaint the characters inv, and */
3305 /* stats, and show a nasty message ;) */
3306 /* */
3307
3308 /**************************************/
3309
3310 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3311 return;
3312 } /* NOT_PERMADETH */
3313 else
3314 {
3315 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3316 * should probably be embedded in an else statement.
3317 */
3318
3319 op->contr->party = NULL;
3320 if (settings.set_title == TRUE)
3321 op->contr->own_title[0] = '\0';
3322 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3323 check_score (op);
3324 if (op->contr->ranges[range_golem] != NULL)
3325 {
3326 remove_friendly_object (op->contr->ranges[range_golem]);
3327 remove_ob (op->contr->ranges[range_golem]);
3328 free_object (op->contr->ranges[range_golem]);
3329 op->contr->ranges[range_golem] = NULL;
3330 op->contr->golem_count = 0;
3331 }
3332 loot_object (op); /* Remove some of the items for good */
3333 remove_ob (op);
3334 op->direction = 0;
3335
3336 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3337 {
3338 delete_character (op->name, 0);
3339 if (settings.resurrection == TRUE)
3340 {
3341 /* save playerfile sans equipment when player dies
3342 ** then save it as player.pl.dead so that future resurrection
3343 ** type spells will work on them nicely
3344 */
3345 delete_character (op->name, 0);
3346 op->stats.hp = op->stats.maxhp;
3347 op->stats.food = 999;
3348
3349 /* set the location of where the person will reappear when */
3350 /* maybe resurrection code should fix map also */
3351 strcpy (op->contr->maplevel, settings.emergency_mapname);
3352 if (op->map != NULL)
3353 op->map = NULL;
3354 op->x = settings.emergency_x;
3355 op->y = settings.emergency_y;
3356 save_player (op, 0);
3357 op->map = map;
3358 /* please see resurrection.c: peterm */
3359 dead_player (op);
3360 }
3361 else
3362 {
3363 delete_character (op->name, 1);
3364 }
3365 }
3366 play_again (op);
3367
3368 /* peterm: added to create a corpse at deathsite. */
3369 tmp = arch_to_object (find_archetype ("corpse_pl"));
3370 sprintf (buf, "%s", &op->name);
3371 tmp->name = tmp->name_pl = buf;
3372 tmp->level = op->level;
3373 tmp->x = x;
3374 tmp->y = y;
3375 tmp->msg = gravestone_text (op);
3376 SET_FLAG (tmp, FLAG_UNIQUE);
3377 insert_ob_in_map (tmp, map, NULL, 0);
3378 }
3379} 2964}
3380
3381 2965
3382void 2966void
3383loot_object (object *op) 2967loot_object (object *op)
3384{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3385 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3386 2970
3387 if (op->container) 2971 op->close_container (); /* close open sack first */
3388 { /* close open sack first */
3389 esrv_apply_container (op, op->container);
3390 }
3391 2972
3392 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3393 { 2974 {
3394 next = tmp->below; 2975 next = tmp->below;
3395 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3396 continue; 2978 continue;
3397 remove_ob (tmp); 2979
2980 tmp->remove ();
3398 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3399 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3400 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3401 loot_object (tmp); 2985
3402 }
3403 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3404 { 2987 {
3405 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3406 { 2989 {
3407 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3408 free_object (tmp2); 2991 tmp2->destroy ();
3409 insert_ob_in_map (tmp, op->map, NULL, 0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
3410 } 2993 }
3411 else 2994 else
3412 free_object (tmp); 2995 tmp->destroy ();
3413 } 2996 }
3414 else 2997 else
3415 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3416 } 2999 }
3417} 3000}
3419/* 3002/*
3420 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3421 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3422 * was changed. 3005 * was changed.
3423 */ 3006 */
3424
3425void 3007void
3426fix_weight (void) 3008fix_weight (void)
3427{ 3009{
3428 player *pl; 3010 for_all_players (pl)
3429
3430 for (pl = first_player; pl != NULL; pl = pl->next)
3431 { 3011 {
3432 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3433 3013
3434 if (old == sum) 3014 if (old == sum)
3435 continue; 3015 continue;
3436 fix_player (pl->ob); 3016 pl->ob->update_stats ();
3437 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3017 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3438 } 3018 }
3439} 3019}
3440 3020
3441void 3021void
3442fix_luck (void) 3022fix_luck (void)
3443{ 3023{
3444 player *pl; 3024 for_all_players (pl)
3445
3446 for (pl = first_player; pl != NULL; pl = pl->next)
3447 if (!pl->ob->contr->state) 3025 if (!pl->ob->contr->ns->state)
3448 change_luck (pl->ob, 0); 3026 pl->ob->change_luck (0);
3449} 3027}
3450
3451 3028
3452/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3453 * This is much simpler in the new spell code - we basically 3030 * This is much simpler in the new spell code - we basically
3454 * just treat this as any other spell casting object. 3031 * just treat this as any other spell casting object.
3455 */ 3032 */
3456
3457void 3033void
3458cast_dust (object *op, object *throw_ob, int dir) 3034cast_dust (object *op, object *throw_ob, int dir)
3459{ 3035{
3460 object *skop, *spob; 3036 object *skop, *spob;
3461 3037
3482 if (op->type == PLAYER) 3058 if (op->type == PLAYER)
3483 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3059 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3484 3060
3485 cast_spell (op, throw_ob, dir, spob, NULL); 3061 cast_spell (op, throw_ob, dir, spob, NULL);
3486 3062
3487 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3063 throw_ob->destroy ();
3488 remove_ob (throw_ob);
3489 free_object (throw_ob);
3490} 3064}
3491 3065
3492void 3066void
3493make_visible (object *op) 3067make_visible (object *op)
3494{ 3068{
3503} 3077}
3504 3078
3505int 3079int
3506is_true_undead (object *op) 3080is_true_undead (object *op)
3507{ 3081{
3508 object *tmp = NULL;
3509
3510 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3511 return 1; 3083 return 1;
3512 3084
3513 if (op->type == PLAYER)
3514 for (tmp = op->inv; tmp; tmp = tmp->below)
3515 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3516 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3517 return 1;
3518 return 0; 3085 return 0;
3519} 3086}
3520 3087
3521/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3522 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3578 3145
3579 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3580 3147
3581 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3582 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3583 {
3584 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3585 { 3151 {
3586 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3587 make_visible (op); 3153 make_visible (op);
3588 return; 3154 return;
3589 } 3155 }
3590 else 3156 else
3591 num += 20; 3157 num += 20;
3592 } 3158
3593 num += op->map->difficulty; 3159 num += op->map->difficulty;
3594 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3595 num -= hide; 3161 num -= hide;
3162
3596 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3597 { 3164 {
3598 make_visible (op); 3165 make_visible (op);
3599 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3600 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3601 } 3168 }
3602 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3603 {
3604 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3605 }
3606} 3171}
3607 3172
3608/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3609 3174
3610int 3175int
3611stand_near_hostile (object *who) 3176stand_near_hostile (object *who)
3612{ 3177{
3613 object *tmp = NULL; 3178 object *tmp = NULL;
3614 int i, friendly = 0, player = 0, mflags; 3179 int i, friendly = 0, player = 0, mflags;
3615 mapstruct *m; 3180 maptile *m;
3616 sint16 x, y; 3181 sint16 x, y;
3617 3182
3618 if (!who) 3183 if (!who)
3619 return 0; 3184 return 0;
3620 3185
3637 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3638 continue; 3203 continue;
3639 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3640 continue; 3205 continue;
3641 3206
3642 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3643 { 3208 {
3644 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3645 return 1; 3210 return 1;
3646 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3647 { 3212 {
3677 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3678 { 3243 {
3679 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3680 return -1; 3245 return -1;
3681 } 3246 }
3247
3682 if (!pl || !op) 3248 if (!pl || !op)
3683 return 0; 3249 return 0;
3684 3250
3685 if (op->head)
3686 {
3687 op = op->head; 3251 op = op->head_ ();
3688 } 3252
3689 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3690 3254
3691 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3692 * through the object and find if it has any 3256 * through the object and find if it has any
3693 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3701 3265
3702 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3703 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3704 * for any meaningful values. 3268 * for any meaningful values.
3705 */ 3269 */
3706 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3707 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3708 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3709 return 1; 3273 return 1;
3710 op = op->more; 3274 op = op->more;
3711 } 3275 }
3712 return 0; 3276 return 0;
3713} 3277}
3823 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3824 return; 3388 return;
3825 3389
3826 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3827 3391
3828 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3829 { 3393 {
3830 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3831 return; 3395 return;
3832 } 3396 }
3833 3397
3899 { 3463 {
3900 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3901 object *skin; 3465 object *skin;
3902 3466
3903 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3904 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3905 if (skin == NULL) 3472 if (!skin)
3906 return; 3473 return;
3907 3474
3908 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3909 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3910 { 3477 {
3955 * not readied. 3522 * not readied.
3956 */ 3523 */
3957void 3524void
3958player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3959{ 3526{
3960 rangetype i;
3961
3962 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3963 {
3964 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3965 { 3529 {
3966 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3967 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3968 {
3969 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3970 }
3971 } 3533 }
3972 }
3973} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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