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Comparing deliantra/server/server/player.C (file contents):
Revision 1.30 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 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
321/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
323 * mode. 358 * mode.
324 */ 359 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 360player *
361player::create ()
362{
363 player *pl = new player;
330 364
331 p = get_player (NULL); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 366
335 if (p->socket.faces_sent == NULL) 367 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
337 370
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 371 set_first_map (pl->ob);
345 372
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 373 return pl;
354} 374}
355 375
356/* 376/*
357 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
367 { 387 {
368 if (at == NULL || at->next == NULL) 388 if (at == NULL || at->next == NULL)
369 at = first_archetype; 389 at = first_archetype;
370 else 390 else
371 at = at->next; 391 at = at->next;
392
372 if (at->clone.type == PLAYER) 393 if (at->clone.type == PLAYER)
373 return at; 394 return at;
395
374 if (at == start) 396 if (at == start)
375 { 397 {
376 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 399 exit (-1);
378 } 400 }
379 } 401 }
380} 402}
381 403
382
383object * 404object *
384get_nearest_player (object *mon) 405get_nearest_player (object *mon)
385{ 406{
386 object *op = NULL; 407 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 408 objectlink *ol;
389 unsigned lastdist; 409 unsigned lastdist;
390 rv_vector rv; 410 rv_vector rv;
391 411
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 413 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 421 object *tmp = ol->ob;
402 422
403 /* 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
404 * itself will have been cleared. 424 * itself will have been cleared.
405 */ 425 */
406 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 ());
407 ol = ol->next; 428 ol = ol->next;
408 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
409 if (!ol) 430 if (!ol)
410 return op; 431 return op;
411 } 432 }
424 { 445 {
425 op = ol->ob; 446 op = ol->ob;
426 lastdist = rv.distance; 447 lastdist = rv.distance;
427 } 448 }
428 } 449 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 450
430 { 451 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
435 { 454 {
436 op = pl->ob; 455 op = pl->ob;
437 lastdist = rv.distance; 456 lastdist = rv.distance;
438 } 457 }
439 } 458
440 }
441#if 0 459#if 0
442 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)");
443#endif 461#endif
444 return op; 462 return op;
445} 463}
463 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
464 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
465 * is probably not a good thing. 483 * is probably not a good thing.
466 */ 484 */
467#define MAX_SPACES 50 485#define MAX_SPACES 50
468
469 486
470/* 487/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
473 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
504 x = mon->x; 521 x = mon->x;
505 y = mon->y; 522 y = mon->y;
506 m = mon->map; 523 m = mon->map;
507 dir = rv.direction; 524 dir = rv.direction;
508 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 */
509 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
510 /* 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. */
511 if (diff > max) 529 if (diff > max)
512 return 0; 530 return 0;
531
513 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
514 { 533 {
515 lastx = x; 534 lastx = x;
516 lasty = y; 535 lasty = y;
517 lastmap = m; 536 lastmap = m;
599 max--; 618 max--;
600 lastdir = dir; 619 lastdir = dir;
601 if (!firstdir) 620 if (!firstdir)
602 firstdir = dir; 621 firstdir = dir;
603 } 622 }
623
604 if (diff <= 1) 624 if (diff <= 1)
605 { 625 {
606 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 627 * headed toward player for entire distance.
608 */ 628 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 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));
611 } 631 }
632
612 if (diff > max) 633 if (diff > max)
613 return 0; 634 return 0;
614 } 635 }
636
615 /* 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 */
616 if (!max) 638 if (!max)
617 return 0; 639 return 0;
618 640
619 return firstdir; 641 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
649 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
650 { 672 {
651 remove_ob (op); 673 op->destroy ();
652 free_object (op);
653 continue; 674 continue;
654 } 675 }
655 } 676 }
656 677
657 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
669 break; 690 break;
670 691
671 if (tmp) 692 if (tmp)
672 { 693 {
673 remove_ob (op); 694 op->destroy ();
674 free_object (op);
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue; 696 continue;
677 } 697 }
698
678 if (op->nrof > 1) 699 if (op->nrof > 1)
679 op->nrof = 1; 700 op->nrof = 1;
680 } 701 }
681 702
682 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 717 }
697 if (op->type == SPELL) 718 if (op->type == SPELL)
698 { 719 {
699 remove_ob (op); 720 op->destroy ();
700 free_object (op);
701 continue; 721 continue;
702 } 722 }
703 else if (op->type == SKILL) 723 else if (op->type == SKILL)
704 { 724 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
715 link_player_skills (pl); 735 link_player_skills (pl);
716} 736}
717 737
718void 738void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
803{ 740{
804 if (party == NULL) 741 if (party == NULL)
805 { 742 {
806 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
807 return; 744 return;
808 } 745 }
746
809 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
812 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
813} 751}
814
815 752
816/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
817int 754static int
818roll_stat (void) 755roll_stat (void)
819{ 756{
820 int a[4], i, j, k; 757 int a[4], i, j, k;
821 758
822 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
824 761
825 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 763 if (a[i] < k)
827 k = a[i], j = i; 764 k = a[i], j = i;
828 765
829 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 767 if (i != j)
832 k += a[i]; 768 k += a[i];
833 } 769
834 return k; 770 return k;
835} 771}
836 772
837void 773void
838roll_stats (object *op) 774object::roll_stats ()
839{ 775{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 776 int statsort [7];
843 777
844 do 778 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 779 {
855 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
856 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
857 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 790
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
890 798
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 799 stats.exp = 0;
902 op->stats.ac = 0; 800 stats.ac = 0;
903 801
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
911 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
912 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
913} 814}
914 815
915void 816void
916Roll_Again (object *op) 817object::swap_stats (int a, int b)
917{ 818{
918 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
921}
922 822
923void 823 stats.Str = contr->orig_stats.Str;
924Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
925{ 855{
926 signed char tmp;
927 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
928 857
929 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 862}
1044 863
1045/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1049 * not the class. 868 * not the class.
1050 */ 869 */
1051
1052int 870int
1053key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1054{ 872{
1055 int tmp_loop; 873 int tmp_loop;
1056 874
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1064 { 876 {
1065 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1066 878
1067 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
881
1069 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
1070 885
1071 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1073 888
1074 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1075 890
1076 if (op->msg) 891 if (op->msg)
1077 op->msg = NULL; 892 op->msg = NULL;
1078 893
1079 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1080 * to save here. 895 * to save here.
1081 */ 896 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 898 make_path_to_file (buf);
1084 899
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 900 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 903 link_player_skills (op);
1092 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1093 fix_player (op); 905 op->update_stats ();
1094 906
1095 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1096 * is one for this race 908 * is one for this race
1097 */ 909 */
1098 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1099 { 911 {
1100 object *tmp; 912 object *tmp;
1101 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1102 914
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = get_object (); 916 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1110 * default initial map */ 922 * default initial map */
1111 free_object (tmp); 923 tmp->destroy ();
1112 } 924 }
1113 else 925 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 927
1117 return 0; 928 return 0;
1118 } 929 }
1119 930
1120 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1125 while (!tmp_loop) 936 while (!tmp_loop)
1126 { 937 {
1127 shstr name = op->name; 938 shstr name = op->name;
1128 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1129 940
1130 remove_statbonus (op); 941 op->remove_statbonus ();
1131 remove_ob (op); 942 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1134 op->instantiate (); 945 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1137 op->x = x; 948 op->x = x;
1138 op->y = y; 949 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 953 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1144 } 955 }
1145 956
1146 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 959 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 962 op->stats.grace = 0;
1152 963
1153 if (op->msg) 964 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 966
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 968 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 969}
1208 970
1209void 971void
1210flee_player (object *op) 972flee_player (object *op)
1211{ 973{
1241 { 1003 {
1242 op->enemy = NULL; 1004 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1006 return;
1245 } 1007 }
1008
1246 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1247 1010
1248 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1250 { 1013 {
1251 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1252 1015
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1017 return;
1256 }
1257 } 1018 }
1019
1258 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1022 op->enemy = NULL;
1261} 1023}
1262 1024
1268int 1030int
1269check_pick (object *op) 1031check_pick (object *op)
1270{ 1032{
1271 object *tmp, *next; 1033 object *tmp, *next;
1272 int stop = 0; 1034 int stop = 0;
1273 int j, k, wvratio; 1035 int wvratio;
1274 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1275 1037
1276 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1278 return 1; 1040 return 1;
1279 1041
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1112 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1117 }
1118
1384 /* philosophy: 1119 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1124 * example.
1390 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1378 * found object is returned.
1644 */ 1379 */
1645object * 1380object *
1646find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1647{ 1382{
1648 object *tmp = NULL; 1383 object *tmp = 0;
1649 1384
1650 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1651 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))
1652 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1654 return op; 1389 return op;
1390
1655 return tmp; 1391 return tmp;
1656} 1392}
1657 1393
1658/* 1394/*
1659 * 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
1660 * 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
1661 * 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
1662 * 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.
1663 */ 1399 */
1664
1665object * 1400object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1402{
1668 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1818 if (!dir) 1553 if (!dir)
1819 { 1554 {
1820 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!");
1821 return 0; 1556 return 0;
1822 } 1557 }
1558
1823 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1825 else 1561 else
1826 { 1562 {
1827 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1835 { 1571 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1573 return 0;
1838 } 1574 }
1839 } 1575 }
1576
1840 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1841 { 1578 {
1842 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);
1843 return 0; 1580 return 0;
1844 } 1581 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1584
1848 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1851 if (bowspeed < 1) 1589 if (bowspeed < 1)
1852 bowspeed = 1; 1590 bowspeed = 1;
1853 1591
1854 if (arrow == NULL) 1592 if (arrow == NULL)
1855 { 1593 {
1861 else 1599 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1601 return 0;
1864 } 1602 }
1865 } 1603 }
1604
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1607 return 0;
1870 } 1608
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1610 {
1873 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.");
1874 return 0; 1612 return 0;
1875 } 1613 }
1876 1614
1877 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1878 if (arrow->nrof == 0) 1616 if (arrow->nrof == 0)
1879 { 1617 {
1880 remove_ob (arrow); 1618 arrow->destroy ();
1881 free_object (arrow);
1882 return 0; 1619 return 0;
1883 } 1620 }
1884 1621
1885 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1886 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1887 if (arrow == NULL) 1624 if (!arrow)
1888 { 1625 {
1889 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);
1890 return 0; 1627 return 0;
1891 } 1628 }
1892 set_owner (arrow, op); 1629
1630 arrow->set_owner (op);
1893 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1894
1895 arrow->direction = dir; 1632 arrow->direction = dir;
1896 arrow->x = sx;
1897 arrow->y = sy;
1898 1633
1899 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1900 { 1635 {
1901 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1902 fix_player (op); 1637 op->update_stats ();
1903 } 1638 }
1904 1639
1905 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1906 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1907 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1908 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1909 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1910 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1911 1646
1912 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1913 * 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.
1914 */ 1649 */
1915 1650
1917 1652
1918 /* update the speed */ 1653 /* update the speed */
1919 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1920 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;
1921 1656
1922 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1923 arrow->speed = 1.0;
1924 update_ob_speed (arrow);
1925 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1926 1659
1927 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1928 { 1661 {
1929 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1939 } 1672 }
1940 1673
1941 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1942 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1943 1676
1944 if (bow->slaying != NULL) 1677 if (bow->slaying)
1945 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1946 1679
1947 arrow->map = m;
1948 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1949 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1950 1682
1951 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);
1952 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1953 1685
1954 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1955 move_arrow (arrow); 1687 move_arrow (arrow);
1956 1688
1957 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1983 } 1715 }
1984 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)
1985 { 1717 {
1986 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1987 wcmod = -1; 1719 wcmod = -1;
1720
1988 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);
1989 } 1722 }
1990 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1991 { 1724 {
1992 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);
2062 1795
2063 if (item->arch) 1796 if (item->arch)
2064 { 1797 {
2065 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2066 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2067 item->speed = 0; 1800 item->set_speed (0);
2068 update_ob_speed (item);
2069 } 1801 }
1802
2070 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2071 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2072 } 1805 }
2073 } 1806 }
2074 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2075 {
2076 drain_rod_charge (item); 1808 drain_rod_charge (item);
2077 }
2078 } 1809 }
2079} 1810}
2080 1811
2081/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2082 */ 1813 */
2121 { 1852 {
2122 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2123 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.");
2124 return; 1855 return;
2125 } 1856 }
1857
2126 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2127 return; 1859 return;
2128 case range_builder: 1860 case range_builder:
2129 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2130 return; 1862 return;
2131 default: 1863 default:
2132 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2133 return; 1865 return;
2134 } 1866 }
2135} 1867}
2136
2137
2138 1868
2139/* find_key 1869/* find_key
2140 * 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
2141 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2142 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2144 * pl is the player, 1874 * pl is the player,
2145 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2146 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2147 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2148 */ 1878 */
2149
2150object * 1879object *
2151find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2152{ 1881{
2153 object *tmp, *key; 1882 object *tmp, *key;
2154 1883
2155 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2156 if (container->inv == NULL) 1885 if (!container->inv)
2157 return NULL; 1886 return 0;
2158 1887
2159 /* 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 */
2160 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2161 { 1890 {
2162 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2163 break; 1892 break;
2164 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2165 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2166 */ 1895 */
2167 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2168 break; 1897 break;
2169 } 1898 }
1899
2170 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2171 /* 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.
2172 * 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
2173 * a key, return 1903 * a key, return
2174 */ 1904 */
2175 if (!tmp) 1905 if (!tmp)
2176 { 1906 {
2177 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2178 { 1908 {
2179 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2180 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2181 { 1911 {
2182 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2183 return key; 1913 return key;
2184 } 1914 }
2185 } 1915 }
1916
2186 if (!tmp) 1917 if (!tmp)
2187 return NULL; 1918 return NULL;
2188 } 1919 }
1920
2189 /* 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,
2190 * see if we actually want to use it 1922 * see if we actually want to use it
2191 */ 1923 */
2192 if (pl != container) 1924 if (pl != container)
2193 { 1925 {
2214 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2215 "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));
2216 return NULL; 1948 return NULL;
2217 } 1949 }
2218 } 1950 }
1951
2219 return tmp; 1952 return tmp;
2220} 1953}
2221 1954
2222/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2223 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2225 * 0 otherwise 1958 * 0 otherwise
2226 */ 1959 */
2227static int 1960static int
2228player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2229{ 1962{
2230
2231 /* 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,
2232 * 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 -
2233 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2234 */ 1966 */
2235 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2242 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);
2243 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2244 make_visible (op); 1976 make_visible (op);
2245 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2246 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2247 if (door->type == DOOR) 1980 if (door->type == DOOR)
2248 {
2249 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 */
2250 }
2251 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2252 { 1983 {
2253 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));
2254 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2255 } 1986 }
1987
2256 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2257 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2258 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2259 if (container != op) 1991 if (container != op)
2260 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2261 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2262 } 1995 }
2263 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2264 { 1997 {
2265 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2266 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2267 return 1; 2000 return 1;
2268 } 2001 }
2002
2269 return 0; 2003 return 0;
2270} 2004}
2271 2005
2272/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2273 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2274 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2275 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2276 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2277 */ 2011 */
2278
2279void 2012void
2280move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2281{ 2014{
2282 object *tmp, *mon; 2015 object *tmp, *mon;
2283 sint16 nx, ny; 2016 sint16 nx, ny;
2285 maptile *m; 2018 maptile *m;
2286 2019
2287 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2288 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2289 2022
2290 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2291 2024
2292 /* 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
2293 * 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
2294 * 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
2295 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2300 */ 2033 */
2301 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))
2302 { 2035 {
2303 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2304 { 2037 {
2305 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2306 if (!m) 2039 if (!m)
2307 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2308 } 2041 }
2309 else 2042 else
2310 m = op->map; 2043 m = op->map;
2311 2044
2312 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2313 {
2314 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2315 return; 2046 return;
2316 }
2317 2047
2318 mon = NULL; 2048 mon = 0;
2319 /* 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
2320 * 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.
2321 * 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
2322 * on the space 2052 * on the space
2323 */ 2053 */
2324 while (tmp != NULL) 2054 while (tmp)
2325 { 2055 {
2326 if (tmp == op) 2056 if (tmp == op)
2327 { 2057 {
2328 tmp = tmp->above; 2058 tmp = tmp->above;
2329 continue; 2059 continue;
2339 mon = tmp; 2069 mon = tmp;
2340 2070
2341 tmp = tmp->above; 2071 tmp = tmp->above;
2342 } 2072 }
2343 2073
2344 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2345 return; /* into a wall */ 2075 return; /* into a wall */
2346 2076
2347 if (mon->head != NULL) 2077 if (mon->head)
2348 mon = mon->head; 2078 mon = mon->head;
2349 2079
2350 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))
2351 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2352 return; 2082 return;
2364 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2365 */ 2095 */
2366 if ((op->type == PLAYER) 2096 if ((op->type == PLAYER)
2367#if COZY_SERVER 2097#if COZY_SERVER
2368 && 2098 &&
2369 ((get_owner (mon) && get_owner (mon)->contr 2099 ((mon->owner && mon->owner->contr
2370 && 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)
2371#else 2101#else
2372 && get_owner (mon) == op 2102 && mon->owner == op
2373#endif 2103#endif
2374 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2375 { 2105 {
2376 /* 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 */
2377 if (op->contr->braced) 2107 if (op->contr->braced)
2378 return; 2108 return;
2109
2379 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);
2380 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2381 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2382 make_visible (op); 2113 make_visible (op);
2114
2383 return; 2115 return;
2384 } 2116 }
2385 2117
2386 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2387 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2389 * attack them either. 2121 * attack them either.
2390 */ 2122 */
2391 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2392 (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)) && (
2393#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2394 (op->contr->peaceful 2126 (op->contr->peaceful
2395 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2396 && mon->contr-> 2128 && mon->contr->
2397 peaceful)) && 2129 peaceful)) &&
2398#else 2130#else
2399 op->contr->peaceful && 2131 op->contr->peaceful &&
2400#endif 2132#endif
2401 !on_battleground)) 2133 !on_battleground))
2402 { 2134 {
2403 if (!op->contr->braced) 2135 if (!op->contr->braced)
2404 { 2136 {
2405 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);
2406 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2407 } 2139 }
2408 else 2140 else
2409 {
2410 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2411 } 2142
2412 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2413 make_visible (op); 2144 make_visible (op);
2414 } 2145 }
2415 2146
2416 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2427 * 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
2428 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2429 * 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
2430 * 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.
2431 */ 2162 */
2432
2433 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2434 ((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)))
2435 { 2165 {
2436 2166
2437 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2444 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2445 2175
2446 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 */
2447 } 2177 }
2448 2178
2449 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2450 2180
2451 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2452 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2453 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2454 * the wiz. 2184 * the wiz.
2456 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))
2457 { 2187 {
2458 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2459 2189
2460 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2461 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2462 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2463 } 2193 }
2194
2464 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2465 make_visible (op); 2196 make_visible (op);
2466 } 2197 }
2467 } /* if player should attack something */ 2198 } /* if player should attack something */
2468} 2199}
2470int 2201int
2471move_player (object *op, int dir) 2202move_player (object *op, int dir)
2472{ 2203{
2473 int pick; 2204 int pick;
2474 2205
2475 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2476 return 0; 2207 return 0;
2477 2208
2478 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2479 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2480 { 2211 {
2481 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2482 return 0; 2213 return 0;
2483 } 2214 }
2484 2215
2485 /* peterm: added following line */ 2216 /* peterm: added following line */
2486 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2487 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2488 2219
2489 op->facing = dir; 2220 op->facing = dir;
2490 2221
2491 if (op->hide) 2222 if (op->hide)
2492 do_hidden_move (op); 2223 do_hidden_move (op);
2503 2234
2504 /* 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
2505 * server can handle repeat firing. 2236 * server can handle repeat firing.
2506 */ 2237 */
2507 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2508 {
2509 op->direction = dir; 2239 op->direction = dir;
2510 }
2511 else 2240 else
2512 {
2513 op->direction = 0; 2241 op->direction = 0;
2514 } 2242
2515 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2516 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2517 * for players. 2245 * for players.
2518 */ 2246 */
2519 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2571 2299
2572 /* 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
2573 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2574 * called, so we recheck it here. 2302 * called, so we recheck it here.
2575 */ 2303 */
2576 HandleClient (&op->contr->socket, op->contr); 2304 if (op->contr->ns->handle_command ())
2305 return 1;
2306
2577 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2578 return 0; 2308 {
2579
2580 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2581 { 2310 {
2582 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2583 op->speed_left--; 2312 op->speed_left--;
2584 2313
2585 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2586 * 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
2587 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2588 */ 2317 */
2589 move_player (op, op->direction); 2318 move_player (op, op->direction);
2590 if (op->speed_left > 0) 2319
2591 return 1; 2320 return op->speed_left > 0;
2592 else 2321 }
2593 return 0;
2594 } 2322 }
2323
2595 return 0; 2324 return 0;
2596} 2325}
2597 2326
2598int 2327int
2599save_life (object *op) 2328save_life (object *op)
2600{ 2329{
2601 object *tmp;
2602
2603 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2330 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2604 return 0; 2331 return 0;
2605 2332
2606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2333 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2607 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2608 { 2335 {
2609 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);
2610 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
2611 if (op->contr) 2339 if (op->contr)
2612 esrv_del_item (op->contr, tmp->count); 2340 esrv_del_item (op->contr, tmp->count);
2613 remove_ob (tmp); 2341
2614 free_object (tmp); 2342 tmp->destroy ();
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2343 CLEAR_FLAG (op, FLAG_LIFESAVE);
2344
2616 if (op->stats.hp < 0) 2345 if (op->stats.hp < 0)
2617 op->stats.hp = op->stats.maxhp; 2346 op->stats.hp = op->stats.maxhp;
2347
2618 if (op->stats.food < 0) 2348 if (op->stats.food < 0)
2619 op->stats.food = 999; 2349 op->stats.food = 999;
2620 fix_player (op); 2350
2351 op->update_stats ();
2621 return 1; 2352 return 1;
2622 } 2353 }
2354
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2356 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2357 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2358 return 0;
2627} 2359}
2632 * from. 2364 * from.
2633 */ 2365 */
2634void 2366void
2635remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2636{ 2368{
2637 object *next;
2638
2639 while (op) 2369 while (op)
2640 { 2370 {
2641 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' */
2642 * we remove object 'op' 2372
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2374 {
2646 remove_ob (op);
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2652 } 2379 }
2653 else if (op->inv) 2380 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2655 op = next; 2383 op = next;
2656 } 2384 }
2657} 2385}
2658
2659 2386
2660/* 2387/*
2661 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2404 else
2678 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2408 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2682 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);
2683 else 2411 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2415 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2688 { 2417 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2420 strcat (buf2, buf);
2692 } 2421 }
2422
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2696 return buf2; 2427 return buf2;
2697} 2428}
2698
2699
2700 2429
2701void 2430void
2702do_some_living (object *op) 2431do_some_living (object *op)
2703{ 2432{
2704 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2713 const int max_grace = 1; 2442 const int max_grace = 1;
2714 2443
2715 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2716 { 2445 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 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)
2719 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2720 } 2449 }
2721 2450
2722 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2723 { 2452 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2457 else
2730 { 2458 {
2731 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2461 }
2462
2734 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2465 else
2737 { 2466 {
2738 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2469 }
2470
2741 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2473 else
2744 { 2474 {
2745 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2761 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2493 op->stats.food = last_food;
2764 } 2494 }
2765 } 2495 }
2496
2766 if (max_sp > 1) 2497 if (max_sp > 1)
2767 { 2498 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2500 if (over_sp > 0)
2770 { 2501 {
2771 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2772 { 2503 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2774 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))
2775 op->stats.sp--; 2507 op->stats.sp--;
2508
2776 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2778 } 2511 }
2779 op->last_sp = 0; 2512 op->last_sp = 0;
2780 } 2513 }
2781 else 2514 else
2782 {
2783 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);
2784 }
2785 } 2516 }
2786 else 2517 else
2787 {
2788 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);
2789 }
2790 } 2519 }
2791 2520
2792 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2795 { 2524 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2798 if (max_grace > 1) 2528 if (max_grace > 1)
2799 { 2529 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2531 if (over_grace > 0)
2802 { 2532 {
2830 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2562 op->stats.food = last_food;
2833 } 2563 }
2834 } 2564 }
2565
2835 if (max_hp > 1) 2566 if (max_hp > 1)
2836 { 2567 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2569 if (over_hp > 0)
2839 { 2570 {
2863 2594
2864 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2597 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2868 /* dms do not consume food */ 2600 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2602 op->stats.food--;
2871 } 2603 }
2872 }
2873 2604
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2606 {
2876 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2877 2608
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2610 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2618 break;
2888 } 2619 }
2889 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2890 flesh = tmp; 2621 flesh = tmp;
2891 } /* End if paid for object */ 2622 } /* End if paid for object */
2892 } /* end of for loop */ 2623 } /* end of for loop */
2624
2893 /* 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
2894 * eat flesh instead. 2626 * eat flesh instead.
2895 */ 2627 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2629 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2900 } 2632 }
2901 } /* end if player is starving */ 2633 }
2902 2634
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2905 2637
2906 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))
2907 kill_player (op); 2639 kill_player (op);
2640 }
2908} 2641}
2909
2910
2911 2642
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2646 * file.
2945 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!");
2946 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...");
2947 2678
2948 /* restore player */ 2679 /* restore player */
2949 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2682 {
2953 remove_ob (tmp); 2683 tmp->destroy ();
2954 free_object (tmp);
2955 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2956 } 2685 }
2957 2686
2958 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2959 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2960 if (tmp)
2961 { 2689 {
2962 remove_ob (tmp); 2690 tmp->destroy ();
2963 free_object (tmp);
2964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2965 } 2692 }
2966 2693
2967 cure_disease (op, 0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2968 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2969 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2970 op->stats.food = 999; 2697 op->stats.food = 999;
2971 2698
2972 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2973 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2974 if (tmp != NULL)
2975 { 2701 {
2976 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2977 tmp->name = buf; 2703 tmp->name = buf;
2978 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2979 " 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",
2980 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2981 tmp->msg = buf; 2707 tmp->msg = buf;
2982 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2983 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2984 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2985 insert_ob_in_map (tmp, op->map, op, 0);
2986 } 2711 }
2987 2712
2988 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2989 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2990 op->contr->braced = 0; 2715 op->contr->braced = 0;
2995 2720
2996 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2997 2722
2998 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2999 { 2724 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.food = 999;
3005 return;
3006 }
3007 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
3008 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3009 } 2727 }
3010 else 2728 else
3011 {
3012 if (op->contr->explore)
3013 {
3014 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3015 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3016 op->stats.hp = op->stats.maxhp;
3017 return;
3018 }
3019 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3020 } 2730
3021 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3022 2732
3023 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3024 x = op->x; 2734 x = op->x;
3025 y = op->y; 2735 y = op->y;
3026 map = op->map; 2736 map = op->map;
3027 2737
3028
3029 if (settings.not_permadeth == TRUE)
3030 {
3031 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3032 * 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.
3033 * 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.
3034 */ 2741 */
3035 2742
3036 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3037 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3038 * of death. 2745 * of death.
3039 */ 2746 */
3040#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3041 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3042 { 2749 {
3043 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3044 /* 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
3045 more if they do. */ 2752 more if they do. */
3046 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3047 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3048 little bit harder. */ 2755 little bit harder. */
3049 /* GD */ 2756 /* GD */
3050 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3051 num_stats_lose = 1; 2758 num_stats_lose = 1;
3052 else
3053 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3054 }
3055 else 2759 else
3056 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3057 num_stats_lose = 1; 2763 num_stats_lose = 1;
3058 } 2764
3059 lost_a_stat = 0; 2765 lost_a_stat = 0;
3060 2766
3061 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3062 { 2768 {
3063 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3064 2770
3065 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3066 { 2772 {
3067 /* 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
3068 * what he lost. 2774 * what he lost.
3069 */ 2775 */
3070 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3071 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3072 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3073 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3074 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3075 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);
3076 } 2794 }
3077 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3078 { 2797 {
3079 /* deplete a stat */ 2798 /* GD */
3080 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3081 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3082 2801 if (this_stat < 0)
3083 dep = present_arch_in_ob (deparch, op);
3084 if (!dep)
3085 { 2802 {
3086 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3088 } 2805
3089 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3090 if (settings.balanced_stat_loss)
3091 {
3092 /* GD */
3093 /* Get the stat that we're about to deplete. */
3094 this_stat = get_attr_value (&(dep->stats), i);
3095 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)
3096 { 2812 {
3097 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3098 int keep_chance = this_stat * this_stat;
3099
3100 /* Yes, I am paranoid. Sue me. */
3101 if (keep_chance < 1)
3102 keep_chance = 1;
3103
3104 /* There is a maximum depletion total per level. */
3105 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3106 {
3107 lose_this_stat = 0; 2813 lose_this_stat = 0;
3108 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3109 retain the stat. */ 2815 retain the stat. */
3110 }
3111 else
3112 {
3113 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 lose_this_stat = 0;
3115 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3116 this_stat, keep_chance, loss_chance,
3117 lose_this_stat?"LOSE":"KEEP"); */
3118 }
3119 } 2816 }
3120 }
3121
3122 if (lose_this_stat)
3123 {
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 /* We could try to do something clever like find another
3126 * stat to reduce if this fails. But chances are, if
3127 * stats have been depleted to -50, all are pretty low
3128 * and should be roughly the same, so it shouldn't make a
3129 * difference.
3130 */ 2817 else
3131 if (this_stat >= -50)
3132 { 2818 {
3133 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3134 SET_FLAG (dep, FLAG_APPLIED);
3135 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3136 fix_player (op);
3137 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"); */
3138 } 2824 }
3139 } 2825 }
3140 } 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 }
3141 } 2845 }
2846 }
2847 }
3142 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3143 if (!lost_a_stat) 2849 if (!lost_a_stat)
3144 { 2850 {
3145 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3146 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3147 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3148 2854
3149 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3150 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);
3151 else 2857 else
3152 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.");
3153 } 2859 }
3154#else 2860#else
3155 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3156#endif 2862#endif
3157 2863
3158 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3159 * exp loss on the stone. 2865 * exp loss on the stone.
3160 */ 2866 */
3161 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3162 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3163 tmp->name = buf; 2869 tmp->name = buf;
3164 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3165 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3166 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);
3167 tmp->msg = buf; 2873 tmp->msg = buf;
3168 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3169 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3170 2876
3171 /**************************************/ 2877 /**************************************/
3172 /* */ 2878 /* */
3173 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3174 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3175 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3176 /* */ 2882 /* */
3177 /**************************************/ 2883 /**************************************/
3178 2884
3179 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3180 /* restore player */ 2886 /* restore player */
3181 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3182 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
2889
3183 if (tmp) 2890 if (tmp)
3184 { 2891 {
3185 remove_ob (tmp); 2892 tmp->destroy ();
3186 free_object (tmp);
3187 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3188 } 2894 }
3189 2895
3190 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3191 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3192 if (tmp) 2898 if (tmp)
3193 { 2899 {
3194 remove_ob (tmp); 2900 tmp->destroy ();
3195 free_object (tmp);
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2902 }
3198 2903
3199 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3200 2905
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3204 op->stats.food = 900; 2909 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2913
3209 /* 2914 /*
3210 * 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
3211 * 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
3212 * in the map. 2917 * in the map.
3213 */ 2918 */
3214 2919
3215 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3217 2922
3218 /****************************************/ 2923 /****************************************/
3219 /* */ 2924 /* */
3220 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3222 /* */ 2927 /* */
3223 /****************************************/ 2928 /****************************************/
3224 2929
3225 enter_player_savebed (op); 2930 enter_player_savebed (op);
3226 2931
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2932 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2933
3233 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2937 * on the space that might harm the player.
3237 */ 2938 */
3238 will_kill_again = 0; 2939 will_kill_again = 0;
3239 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)
3240 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3242 2943
3243 if (will_kill_again) 2944 if (will_kill_again)
3244 { 2945 {
3245 object *force; 2946 object *force;
3246 int at; 2947 int at;
3247 2948
3248 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2951 force->speed = 0.1;
3251 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2956 force->resist[at] = 100;
3256 2957
3257 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3258 fix_player (op); 2959 op->update_stats ();
3259 2960
3260 } 2961 }
3261 2962
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 remove_ob (op->contr->ranges[range_golem]);
3281 free_object (op->contr->ranges[range_golem]);
3282 op->contr->ranges[range_golem] = 0;
3283 }
3284
3285 loot_object (op); /* Remove some of the items for good */
3286 remove_ob (op);
3287 op->direction = 0;
3288
3289 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3290 {
3291 delete_character (op->name, 0);
3292 if (settings.resurrection == TRUE)
3293 {
3294 /* save playerfile sans equipment when player dies
3295 ** then save it as player.pl.dead so that future resurrection
3296 ** type spells will work on them nicely
3297 */
3298 delete_character (op->name, 0);
3299 op->stats.hp = op->stats.maxhp;
3300 op->stats.food = 999;
3301
3302 /* set the location of where the person will reappear when */
3303 /* maybe resurrection code should fix map also */
3304 strcpy (op->contr->maplevel, settings.emergency_mapname);
3305 if (op->map != NULL)
3306 op->map = NULL;
3307 op->x = settings.emergency_x;
3308 op->y = settings.emergency_y;
3309 save_player (op, 0);
3310 op->map = map;
3311 /* please see resurrection.c: peterm */
3312 dead_player (op);
3313 }
3314 else
3315 delete_character (op->name, 1);
3316 }
3317
3318 play_again (op);
3319
3320 /* peterm: added to create a corpse at deathsite. */
3321 tmp = arch_to_object (archetype::find ("corpse_pl"));
3322 sprintf (buf, "%s", &op->name);
3323 tmp->name = tmp->name_pl = buf;
3324 tmp->level = op->level;
3325 tmp->x = x;
3326 tmp->y = y;
3327 tmp->msg = gravestone_text (op);
3328 SET_FLAG (tmp, FLAG_UNIQUE);
3329 insert_ob_in_map (tmp, map, NULL, 0);
3330 }
3331} 2964}
3332
3333 2965
3334void 2966void
3335loot_object (object *op) 2967loot_object (object *op)
3336{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3337 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3338 2970
3339 if (op->container) 2971 op->close_container (); /* close open sack first */
3340 { /* close open sack first */
3341 esrv_apply_container (op, op->container);
3342 }
3343 2972
3344 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3345 { 2974 {
3346 next = tmp->below; 2975 next = tmp->below;
3347 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3348 continue; 2978 continue;
3349 remove_ob (tmp); 2979
2980 tmp->remove ();
3350 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3351 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3352 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3353 loot_object (tmp); 2985
3354 }
3355 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))))
3356 { 2987 {
3357 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3358 { 2989 {
3359 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3360 free_object (tmp2); 2991 tmp2->destroy ();
3361 insert_ob_in_map (tmp, op->map, NULL, 0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
3362 } 2993 }
3363 else 2994 else
3364 free_object (tmp); 2995 tmp->destroy ();
3365 } 2996 }
3366 else 2997 else
3367 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3368 } 2999 }
3369} 3000}
3371/* 3002/*
3372 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3373 * 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
3374 * was changed. 3005 * was changed.
3375 */ 3006 */
3376
3377void 3007void
3378fix_weight (void) 3008fix_weight (void)
3379{ 3009{
3380 player *pl; 3010 for_all_players (pl)
3381
3382 for (pl = first_player; pl != NULL; pl = pl->next)
3383 { 3011 {
3384 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3385 3013
3386 if (old == sum) 3014 if (old == sum)
3387 continue; 3015 continue;
3388 fix_player (pl->ob); 3016 pl->ob->update_stats ();
3389 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);
3390 } 3018 }
3391} 3019}
3392 3020
3393void 3021void
3394fix_luck (void) 3022fix_luck (void)
3395{ 3023{
3396 player *pl; 3024 for_all_players (pl)
3397
3398 for (pl = first_player; pl != NULL; pl = pl->next)
3399 if (!pl->ob->contr->state) 3025 if (!pl->ob->contr->ns->state)
3400 change_luck (pl->ob, 0); 3026 pl->ob->change_luck (0);
3401} 3027}
3402
3403 3028
3404/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3405 * This is much simpler in the new spell code - we basically 3030 * This is much simpler in the new spell code - we basically
3406 * just treat this as any other spell casting object. 3031 * just treat this as any other spell casting object.
3407 */ 3032 */
3408
3409void 3033void
3410cast_dust (object *op, object *throw_ob, int dir) 3034cast_dust (object *op, object *throw_ob, int dir)
3411{ 3035{
3412 object *skop, *spob; 3036 object *skop, *spob;
3413 3037
3434 if (op->type == PLAYER) 3058 if (op->type == PLAYER)
3435 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);
3436 3060
3437 cast_spell (op, throw_ob, dir, spob, NULL); 3061 cast_spell (op, throw_ob, dir, spob, NULL);
3438 3062
3439 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3063 throw_ob->destroy ();
3440 remove_ob (throw_ob);
3441 free_object (throw_ob);
3442} 3064}
3443 3065
3444void 3066void
3445make_visible (object *op) 3067make_visible (object *op)
3446{ 3068{
3455} 3077}
3456 3078
3457int 3079int
3458is_true_undead (object *op) 3080is_true_undead (object *op)
3459{ 3081{
3460 object *tmp = NULL;
3461
3462 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3463 return 1; 3083 return 1;
3464 3084
3465 if (op->type == PLAYER)
3466 for (tmp = op->inv; tmp; tmp = tmp->below)
3467 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3468 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3469 return 1;
3470 return 0; 3085 return 0;
3471} 3086}
3472 3087
3473/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3474 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3530 3145
3531 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3532 3147
3533 /* 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! */
3534 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3535 {
3536 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3537 { 3151 {
3538 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!");
3539 make_visible (op); 3153 make_visible (op);
3540 return; 3154 return;
3541 } 3155 }
3542 else 3156 else
3543 num += 20; 3157 num += 20;
3544 } 3158
3545 num += op->map->difficulty; 3159 num += op->map->difficulty;
3546 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3547 num -= hide; 3161 num -= hide;
3162
3548 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3549 { 3164 {
3550 make_visible (op); 3165 make_visible (op);
3551 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3552 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!");
3553 } 3168 }
3554 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3555 {
3556 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);
3557 }
3558} 3171}
3559 3172
3560/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3561 3174
3562int 3175int
3589 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3590 continue; 3203 continue;
3591 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)))
3592 continue; 3205 continue;
3593 3206
3594 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)
3595 { 3208 {
3596 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))
3597 return 1; 3210 return 1;
3598 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3599 { 3212 {
3629 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3630 { 3243 {
3631 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3632 return -1; 3245 return -1;
3633 } 3246 }
3247
3634 if (!pl || !op) 3248 if (!pl || !op)
3635 return 0; 3249 return 0;
3636 3250
3637 if (op->head)
3638 {
3639 op = op->head; 3251 op = op->head_ ();
3640 } 3252
3641 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3642 3254
3643 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3644 * through the object and find if it has any 3256 * through the object and find if it has any
3645 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3653 3265
3654 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3655 * 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
3656 * for any meaningful values. 3268 * for any meaningful values.
3657 */ 3269 */
3658 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3659 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3660 !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)])
3661 return 1; 3273 return 1;
3662 op = op->more; 3274 op = op->more;
3663 } 3275 }
3664 return 0; 3276 return 0;
3665} 3277}
3775 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3776 return; 3388 return;
3777 3389
3778 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++);
3779 3391
3780 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3781 { 3393 {
3782 /* 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]); */
3783 return; 3395 return;
3784 } 3396 }
3785 3397
3851 { 3463 {
3852 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3853 object *skin; 3465 object *skin;
3854 3466
3855 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3856 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
3857 if (skin == NULL) 3472 if (!skin)
3858 return; 3473 return;
3859 3474
3860 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3861 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3862 { 3477 {
3907 * not readied. 3522 * not readied.
3908 */ 3523 */
3909void 3524void
3910player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3911{ 3526{
3912 rangetype i;
3913
3914 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))
3915 {
3916 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3917 { 3529 {
3918 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3919 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3920 {
3921 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3922 }
3923 } 3533 }
3924 }
3925} 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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