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Comparing deliantra/server/server/player.C (file contents):
Revision 1.31 by pippijn, Mon Dec 11 19:46:47 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#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 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);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 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);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 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
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182} 151}
183 152
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307}
308
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
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
319/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
320 * 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
321 * mode. 358 * mode.
322 */ 359 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 360player *
361player::create ()
362{
363 player *pl = new player;
328 364
329 p = get_player (NULL); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 366
333 if (p->socket.faces_sent == NULL) 367 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
335 370
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 371 set_first_map (pl->ob);
343 372
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350
351 return 0; 373 return pl;
352} 374}
353 375
354/* 376/*
355 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
365 { 387 {
366 if (at == NULL || at->next == NULL) 388 if (at == NULL || at->next == NULL)
367 at = first_archetype; 389 at = first_archetype;
368 else 390 else
369 at = at->next; 391 at = at->next;
392
370 if (at->clone.type == PLAYER) 393 if (at->clone.type == PLAYER)
371 return at; 394 return at;
395
372 if (at == start) 396 if (at == start)
373 { 397 {
374 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 399 exit (-1);
376 } 400 }
377 } 401 }
378} 402}
379 403
380
381object * 404object *
382get_nearest_player (object *mon) 405get_nearest_player (object *mon)
383{ 406{
384 object *op = NULL; 407 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 408 objectlink *ol;
387 unsigned lastdist; 409 unsigned lastdist;
388 rv_vector rv; 410 rv_vector rv;
389 411
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 413 {
392 /* 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
393 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 421 object *tmp = ol->ob;
400 422
401 /* 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
402 * itself will have been cleared. 424 * itself will have been cleared.
403 */ 425 */
404 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 ());
405 ol = ol->next; 428 ol = ol->next;
406 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
407 if (!ol) 430 if (!ol)
408 return op; 431 return op;
409 } 432 }
422 { 445 {
423 op = ol->ob; 446 op = ol->ob;
424 lastdist = rv.distance; 447 lastdist = rv.distance;
425 } 448 }
426 } 449 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 450
428 { 451 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
433 { 454 {
434 op = pl->ob; 455 op = pl->ob;
435 lastdist = rv.distance; 456 lastdist = rv.distance;
436 } 457 }
437 } 458
438 }
439#if 0 459#if 0
440 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)");
441#endif 461#endif
442 return op; 462 return op;
443} 463}
461 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
462 * 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
463 * is probably not a good thing. 483 * is probably not a good thing.
464 */ 484 */
465#define MAX_SPACES 50 485#define MAX_SPACES 50
466
467 486
468/* 487/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * 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
471 * 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
502 x = mon->x; 521 x = mon->x;
503 y = mon->y; 522 y = mon->y;
504 m = mon->map; 523 m = mon->map;
505 dir = rv.direction; 524 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 529 if (diff > max)
510 return 0; 530 return 0;
531
511 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
512 { 533 {
513 lastx = x; 534 lastx = x;
514 lasty = y; 535 lasty = y;
515 lastmap = m; 536 lastmap = m;
597 max--; 618 max--;
598 lastdir = dir; 619 lastdir = dir;
599 if (!firstdir) 620 if (!firstdir)
600 firstdir = dir; 621 firstdir = dir;
601 } 622 }
623
602 if (diff <= 1) 624 if (diff <= 1)
603 { 625 {
604 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 627 * headed toward player for entire distance.
606 */ 628 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 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));
609 } 631 }
632
610 if (diff > max) 633 if (diff > max)
611 return 0; 634 return 0;
612 } 635 }
636
613 /* 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 */
614 if (!max) 638 if (!max)
615 return 0; 639 return 0;
616 640
617 return firstdir; 641 return firstdir;
644 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
645 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
646 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
647 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))
648 { 672 {
649 remove_ob (op); 673 op->destroy ();
650 free_object (op);
651 continue; 674 continue;
652 } 675 }
653 } 676 }
654 677
655 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
666 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
667 break; 690 break;
668 691
669 if (tmp) 692 if (tmp)
670 { 693 {
671 remove_ob (op); 694 op->destroy ();
672 free_object (op);
673 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);
674 continue; 696 continue;
675 } 697 }
698
676 if (op->nrof > 1) 699 if (op->nrof > 1)
677 op->nrof = 1; 700 op->nrof = 1;
678 } 701 }
679 702
680 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
692 CLEAR_FLAG (op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
693 CLEAR_FLAG (op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
694 } 717 }
695 if (op->type == SPELL) 718 if (op->type == SPELL)
696 { 719 {
697 remove_ob (op); 720 op->destroy ();
698 free_object (op);
699 continue; 721 continue;
700 } 722 }
701 else if (op->type == SKILL) 723 else if (op->type == SKILL)
702 { 724 {
703 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
713 link_player_skills (pl); 735 link_player_skills (pl);
714} 736}
715 737
716void 738void
717get_name (object *op)
718{
719 op->contr->write_buf[0] = '\0';
720 op->contr->state = ST_GET_NAME;
721 send_query (&op->contr->socket, 0, "What is your name?\n:");
722}
723
724void
725get_password (object *op)
726{
727 op->contr->write_buf[0] = '\0';
728 op->contr->state = ST_GET_PASSWORD;
729 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
730}
731
732void
733play_again (object *op)
734{
735 op->contr->state = ST_PLAY_AGAIN;
736 op->chosen_skill = NULL;
737 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
738 /* a bit of a hack, but there are various places early in th
739 * player creation process that a user can quit (eg, roll
740 * stats) that isn't removing the player. Taking a quick
741 * look, there are many places that call play_again without
742 * removing the player - it probably makes more sense
743 * to leave it to play_again to remove the object in all
744 * cases.
745 */
746 if (!QUERY_FLAG (op, FLAG_REMOVED))
747 remove_ob (op);
748 /* Need to set this to null - otherwise, it could point to garbage,
749 * and draw() doesn't check to see if the player is removed, only if
750 * the map is null or not swapped out.
751 */
752 op->map = NULL;
753}
754
755int
756receive_play_again (object *op, char key)
757{
758 if (key == 'q' || key == 'Q')
759 {
760 remove_friendly_object (op);
761 leave (op->contr, 0); /* ericserver will draw the message */
762 return 2;
763 }
764 else if (key == 'a' || key == 'A')
765 {
766 player *pl = op->contr;
767 shstr name = op->name;
768
769 op->contr = 0;
770 op->type = 0;
771 op->destroy (1);
772 pl = get_player (pl);
773 op = pl->ob;
774 add_friendly_object (op);
775 op->contr->password[0] = '~';
776 op->name = op->name_pl = 0;
777 /* Lets put a space in here */
778 new_draw_info (NDI_UNIQUE, 0, op, "\n");
779 get_name (op);
780 op->name = op->name_pl = name;
781 set_first_map (op);
782 }
783 else
784 /* user pressed something else so just ask again... */
785 play_again (op);
786
787 return 0;
788}
789
790void
791confirm_password (object *op)
792{
793
794 op->contr->write_buf[0] = '\0';
795 op->contr->state = ST_CONFIRM_PASSWORD;
796 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
797}
798
799void
800get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
801{ 740{
802 if (party == NULL) 741 if (party == NULL)
803 { 742 {
804 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);
805 return; 744 return;
806 } 745 }
746
807 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
808 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
809 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
810 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:");
811} 751}
812
813 752
814/* 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. */
815int 754static int
816roll_stat (void) 755roll_stat (void)
817{ 756{
818 int a[4], i, j, k; 757 int a[4], i, j, k;
819 758
820 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
821 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
822 761
823 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
824 if (a[i] < k) 763 if (a[i] < k)
825 k = a[i], j = i; 764 k = a[i], j = i;
826 765
827 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
828 {
829 if (i != j) 767 if (i != j)
830 k += a[i]; 768 k += a[i];
831 } 769
832 return k; 770 return k;
833} 771}
834 772
835void 773void
836roll_stats (object *op) 774object::roll_stats ()
837{ 775{
838 int sum = 0;
839 int i = 0, j = 0;
840 int statsort[7]; 776 int statsort [7];
841 777
842 do 778 for (;;)
843 {
844 op->stats.Str = roll_stat ();
845 op->stats.Dex = roll_stat ();
846 op->stats.Int = roll_stat ();
847 op->stats.Con = roll_stat ();
848 op->stats.Wis = roll_stat ();
849 op->stats.Pow = roll_stat ();
850 op->stats.Cha = roll_stat ();
851 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
852 } 779 {
853 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
854 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
855 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
856 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
857 statsort[1] = op->stats.Dex;
858 statsort[2] = op->stats.Int;
859 statsort[3] = op->stats.Con;
860 statsort[4] = op->stats.Wis;
861 statsort[5] = op->stats.Pow;
862 statsort[6] = op->stats.Cha;
863 790
864 /* a quick and dirty bubblesort? */
865 do
866 {
867 if (statsort[i] < statsort[i + 1])
868 {
869 j = statsort[i];
870 statsort[i] = statsort[i + 1];
871 statsort[i + 1] = j;
872 i = 0;
873 }
874 else
875 {
876 i++;
877 }
878 }
879 while (i < 6);
880
881 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
882 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
883 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
884 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
885 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
886 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
887 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
888 798
889
890 op->contr->orig_stats.Str = op->stats.Str;
891 op->contr->orig_stats.Dex = op->stats.Dex;
892 op->contr->orig_stats.Int = op->stats.Int;
893 op->contr->orig_stats.Con = op->stats.Con;
894 op->contr->orig_stats.Wis = op->stats.Wis;
895 op->contr->orig_stats.Pow = op->stats.Pow;
896 op->contr->orig_stats.Cha = op->stats.Cha;
897
898 op->level = 1;
899 op->stats.exp = 0; 799 stats.exp = 0;
900 op->stats.ac = 0; 800 stats.ac = 0;
901 801
902 op->contr->levhp[1] = 9;
903 op->contr->levsp[1] = 6;
904 op->contr->levgrace[1] = 3;
905
906 fix_player (op);
907 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
908 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
909 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
910 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
911} 814}
912 815
913void 816void
914Roll_Again (object *op) 817object::swap_stats (int a, int b)
915{ 818{
916 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
917 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
918 "[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);
919}
920 822
921void 823 stats.Str = contr->orig_stats.Str;
922Swap_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)
923{ 855{
924 signed char tmp;
925 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
926 857
927 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
928 {
929 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
930 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
931 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
932 return;
933 }
934
935 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
936
937 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
938
939 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
940
941 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
942 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
943 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
944 op->stats.Dex = op->contr->orig_stats.Dex;
945 op->stats.Con = op->contr->orig_stats.Con;
946 op->stats.Int = op->contr->orig_stats.Int;
947 op->stats.Wis = op->contr->orig_stats.Wis;
948 op->stats.Pow = op->contr->orig_stats.Pow;
949 op->stats.Cha = op->contr->orig_stats.Cha;
950 op->stats.ac = 0;
951
952 op->level = 1;
953 op->stats.exp = 0;
954 op->stats.ac = 0;
955
956 op->contr->levhp[1] = 9;
957 op->contr->levsp[1] = 6;
958 op->contr->levgrace[1] = 3;
959
960 fix_player (op);
961 op->stats.hp = op->stats.maxhp;
962 op->stats.sp = op->stats.maxsp;
963 op->stats.grace = op->stats.maxgrace;
964 op->contr->orig_stats = op->stats;
965 op->contr->Swap_First = -1;
966}
967
968
969/* This code has been greatly reduced, because with set_attr_value
970 * and get_attr_value, the stats can be accessed just numeric
971 * ids. stat_trans is a table that translate the number entered
972 * into the actual stat. It is needed because the order the stats
973 * are displayed in the stat window is not the same as how
974 * the number's access that stat. The table does that translation.
975 */
976int
977key_roll_stat (object *op, char key)
978{
979 int keynum = key - '0';
980 char buf[MAX_BUF];
981 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
982
983 if (keynum > 0 && keynum <= 7)
984 {
985 if (op->contr->Swap_First == -1)
986 {
987 op->contr->Swap_First = stat_trans[keynum];
988 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
989 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
990 }
991 else
992 Swap_Stat (op, stat_trans[keynum]);
993
994 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
995 return 1;
996 }
997 switch (key)
998 {
999 case 'n':
1000 case 'N':
1001 {
1002 SET_FLAG (op, FLAG_WIZ);
1003 if (op->map == NULL)
1004 {
1005 LOG (llevError, "Map == NULL in state 2\n");
1006 break;
1007 }
1008
1009#if 0
1010 /* So that enter_exit will put us at startx/starty */
1011 op->x = -1;
1012
1013 enter_exit (op, NULL);
1014#endif
1015 SET_ANIMATION (op, 2); /* So player faces south */
1016 /* Enter exit adds a player otherwise */
1017 add_statbonus (op);
1018 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1019 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1020 op->contr->state = ST_CHANGE_CLASS;
1021 if (op->msg)
1022 new_draw_info (NDI_BLUE, 0, op, op->msg);
1023 return 0;
1024 }
1025 case 'y':
1026 case 'Y':
1027 roll_stats (op);
1028 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1029 return 1;
1030
1031 case 'q':
1032 case 'Q':
1033 play_again (op);
1034 return 1;
1035
1036 default:
1037 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1038 return 0;
1039 }
1040 return 0;
1041} 862}
1042 863
1043/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1044 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1045 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1046 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1047 * not the class. 868 * not the class.
1048 */ 869 */
1049
1050int 870int
1051key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1052{ 872{
1053 int tmp_loop; 873 int tmp_loop;
1054 874
1055 if (key == 'q' || key == 'Q')
1056 {
1057 remove_ob (op);
1058 play_again (op);
1059 return 0;
1060 }
1061 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1062 { 876 {
1063 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1064 878
1065 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1066 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
881
1067 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);
1068 885
1069 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1070 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1071 888
1072 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1073 890
1074 if (op->msg) 891 if (op->msg)
1075 op->msg = NULL; 892 op->msg = NULL;
1076 893
1077 /* 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
1078 * to save here. 895 * to save here.
1079 */ 896 */
1080 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1081 make_path_to_file (buf); 898 make_path_to_file (buf);
1082 899
1083#ifdef AUTOSAVE
1084 op->contr->last_save_tick = pticks;
1085#endif
1086 start_info (op); 900 start_info (op);
1087 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1088 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1089 link_player_skills (op); 903 link_player_skills (op);
1090 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1091 fix_player (op); 905 op->update_stats ();
1092 906
1093 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1094 * is one for this race 908 * is one for this race
1095 */ 909 */
1096 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1097 { 911 {
1098 object *tmp; 912 object *tmp;
1099 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1100 914
1101 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);
1102 tmp = get_object (); 916 tmp = object::create ();
1103 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1104 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1105 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1106 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;
1107 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1108 * default initial map */ 922 * default initial map */
1109 free_object (tmp); 923 tmp->destroy ();
1110 } 924 }
1111 else 925 else
1112 {
1113 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1114 } 927
1115 return 0; 928 return 0;
1116 } 929 }
1117 930
1118 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1119 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1123 while (!tmp_loop) 936 while (!tmp_loop)
1124 { 937 {
1125 shstr name = op->name; 938 shstr name = op->name;
1126 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1127 940
1128 remove_statbonus (op); 941 op->remove_statbonus ();
1129 remove_ob (op); 942 op->remove ();
1130 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1131 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1132 op->instantiate (); 945 op->instantiate ();
1133 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1134 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1135 op->x = x; 948 op->x = x;
1136 op->y = y; 949 op->y = y;
1137 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1138 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1139 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1140 add_statbonus (op); 953 op->add_statbonus ();
1141 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1142 } 955 }
1143 956
1144 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1145 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1146 fix_player (op); 959 op->update_stats ();
1147 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1148 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1149 op->stats.grace = 0; 962 op->stats.grace = 0;
1150 963
1151 if (op->msg) 964 if (op->msg)
1152 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1153 966
1154 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");
1155 return 0; 968 return 0;
1156}
1157
1158int
1159key_confirm_quit (object *op, char key)
1160{
1161 char buf[MAX_BUF];
1162
1163 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1164 {
1165 op->contr->state = ST_PLAYING;
1166 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1167 return 1;
1168 }
1169
1170 INVOKE_PLAYER (LOGOUT, op->contr);
1171 INVOKE_PLAYER (QUIT, op->contr);
1172
1173 terminate_all_pets (op);
1174 leave_map (op);
1175 op->direction = 0;
1176 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1177
1178 strcpy (op->contr->killer, "quit");
1179 check_score (op);
1180 op->contr->party = NULL;
1181 if (settings.set_title == TRUE)
1182 op->contr->own_title[0] = '\0';
1183
1184 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1185 {
1186 maptile *mp, *next;
1187
1188 /* We need to hunt for any per player unique maps in memory and
1189 * get rid of them. The trailing slash in the path is intentional,
1190 * so that players named 'Ab' won't match against players 'Abe' pathname
1191 */
1192 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1193 for (mp = first_map; mp != NULL; mp = next)
1194 {
1195 next = mp->next;
1196 if (!strncmp (mp->path, buf, strlen (buf)))
1197 delete_map (mp);
1198 }
1199
1200 delete_character (op->name, 1);
1201 }
1202
1203 play_again (op);
1204 return 1;
1205} 969}
1206 970
1207void 971void
1208flee_player (object *op) 972flee_player (object *op)
1209{ 973{
1239 { 1003 {
1240 op->enemy = NULL; 1004 op->enemy = NULL;
1241 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1242 return; 1006 return;
1243 } 1007 }
1008
1244 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1245 1010
1246 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1247 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1248 { 1013 {
1249 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1250 1015
1251 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)))
1252 {
1253 return; 1017 return;
1254 }
1255 } 1018 }
1019
1256 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1257 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1258 op->enemy = NULL; 1022 op->enemy = NULL;
1259} 1023}
1260 1024
1266int 1030int
1267check_pick (object *op) 1031check_pick (object *op)
1268{ 1032{
1269 object *tmp, *next; 1033 object *tmp, *next;
1270 int stop = 0; 1034 int stop = 0;
1271 int j, k, wvratio; 1035 int wvratio;
1272 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1273 1037
1274 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1275 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1276 return 1; 1040 return 1;
1277 1041
1346 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1347 &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))));
1348 else 1112 else
1349 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1350 &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
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353 sprintf (putstring, "...flags: ");
1354 for (k = 0; k < 4; k++)
1355 {
1356 for (j = 0; j < 32; j++)
1357 {
1358 if ((tmp->flags[k] >> j) & 0x01)
1359 {
1360 sprintf (tmpstr, "%d ", k * 32 + j);
1361 strcat (putstring, tmpstr);
1362 }
1363 }
1364 }
1365 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1366
1367#if 0
1368 /* print the flags too */
1369 for (k = 0; k < 4; k++)
1370 {
1371 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1372 for (j = 0; j < 32; j++)
1373 {
1374 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1375 if (!((j + 1) % 4))
1376 fprintf (stderr, " ");
1377 }
1378 fprintf (stderr, " [%d]\n", k * 32);
1379 }
1380#endif
1381 } 1117 }
1118
1382 /* philosophy: 1119 /* philosophy:
1383 * 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
1384 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1385 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1386 * 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
1387 * example. 1124 * example.
1388 * 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
1389 * 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
1390 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1641 * found object is returned. 1378 * found object is returned.
1642 */ 1379 */
1643object * 1380object *
1644find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1645{ 1382{
1646 object *tmp = NULL; 1383 object *tmp = 0;
1647 1384
1648 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1649 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))
1650 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1651 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1652 return op; 1389 return op;
1390
1653 return tmp; 1391 return tmp;
1654} 1392}
1655 1393
1656/* 1394/*
1657 * 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
1658 * 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
1659 * 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
1660 * 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.
1661 */ 1399 */
1662
1663object * 1400object *
1664find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1665{ 1402{
1666 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1667 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1816 if (!dir) 1553 if (!dir)
1817 { 1554 {
1818 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!");
1819 return 0; 1556 return 0;
1820 } 1557 }
1558
1821 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1822 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1823 else 1561 else
1824 { 1562 {
1825 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1833 { 1571 {
1834 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1835 return 0; 1573 return 0;
1836 } 1574 }
1837 } 1575 }
1576
1838 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1839 { 1578 {
1840 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);
1841 return 0; 1580 return 0;
1842 } 1581 }
1844 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1845 1584
1846 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1847 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1848 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1849 if (bowspeed < 1) 1589 if (bowspeed < 1)
1850 bowspeed = 1; 1590 bowspeed = 1;
1851 1591
1852 if (arrow == NULL) 1592 if (arrow == NULL)
1853 { 1593 {
1859 else 1599 else
1860 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1861 return 0; 1601 return 0;
1862 } 1602 }
1863 } 1603 }
1604
1864 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1865 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1866 {
1867 return 0; 1607 return 0;
1868 } 1608
1869 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1870 { 1610 {
1871 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.");
1872 return 0; 1612 return 0;
1873 } 1613 }
1874 1614
1875 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1876 if (arrow->nrof == 0) 1616 if (arrow->nrof == 0)
1877 { 1617 {
1878 remove_ob (arrow); 1618 arrow->destroy ();
1879 free_object (arrow);
1880 return 0; 1619 return 0;
1881 } 1620 }
1882 1621
1883 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1884 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1885 if (arrow == NULL) 1624 if (!arrow)
1886 { 1625 {
1887 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);
1888 return 0; 1627 return 0;
1889 } 1628 }
1890 set_owner (arrow, op); 1629
1630 arrow->set_owner (op);
1891 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1892
1893 arrow->direction = dir; 1632 arrow->direction = dir;
1894 arrow->x = sx;
1895 arrow->y = sy;
1896 1633
1897 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1898 { 1635 {
1899 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1900 fix_player (op); 1637 op->update_stats ();
1901 } 1638 }
1902 1639
1903 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1904 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1905 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1906 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1907 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1908 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1909 1646
1910 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1911 * 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.
1912 */ 1649 */
1913 1650
1915 1652
1916 /* update the speed */ 1653 /* update the speed */
1917 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1918 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;
1919 1656
1920 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1921 arrow->speed = 1.0;
1922 update_ob_speed (arrow);
1923 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1924 1659
1925 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1926 { 1661 {
1927 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1937 } 1672 }
1938 1673
1939 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1940 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1941 1676
1942 if (bow->slaying != NULL) 1677 if (bow->slaying)
1943 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1944 1679
1945 arrow->map = m;
1946 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1947 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1948 1682
1949 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);
1950 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1951 1685
1952 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1953 move_arrow (arrow); 1687 move_arrow (arrow);
1954 1688
1955 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1981 } 1715 }
1982 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)
1983 { 1717 {
1984 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1985 wcmod = -1; 1719 wcmod = -1;
1720
1986 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);
1987 } 1722 }
1988 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1989 { 1724 {
1990 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);
2060 1795
2061 if (item->arch) 1796 if (item->arch)
2062 { 1797 {
2063 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2064 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2065 item->speed = 0; 1800 item->set_speed (0);
2066 update_ob_speed (item);
2067 } 1801 }
1802
2068 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2069 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2070 } 1805 }
2071 } 1806 }
2072 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2073 {
2074 drain_rod_charge (item); 1808 drain_rod_charge (item);
2075 }
2076 } 1809 }
2077} 1810}
2078 1811
2079/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2080 */ 1813 */
2119 { 1852 {
2120 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2121 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.");
2122 return; 1855 return;
2123 } 1856 }
1857
2124 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2125 return; 1859 return;
2126 case range_builder: 1860 case range_builder:
2127 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2128 return; 1862 return;
2129 default: 1863 default:
2130 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2131 return; 1865 return;
2132 } 1866 }
2133} 1867}
2134
2135
2136 1868
2137/* find_key 1869/* find_key
2138 * 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
2139 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2140 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2142 * pl is the player, 1874 * pl is the player,
2143 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2144 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2145 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2146 */ 1878 */
2147
2148object * 1879object *
2149find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2150{ 1881{
2151 object *tmp, *key; 1882 object *tmp, *key;
2152 1883
2153 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2154 if (container->inv == NULL) 1885 if (!container->inv)
2155 return NULL; 1886 return 0;
2156 1887
2157 /* 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 */
2158 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2159 { 1890 {
2160 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2161 break; 1892 break;
2162 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2163 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2164 */ 1895 */
2165 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2166 break; 1897 break;
2167 } 1898 }
1899
2168 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2169 /* 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.
2170 * 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
2171 * a key, return 1903 * a key, return
2172 */ 1904 */
2173 if (!tmp) 1905 if (!tmp)
2174 { 1906 {
2175 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2176 { 1908 {
2177 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2178 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2179 { 1911 {
2180 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2181 return key; 1913 return key;
2182 } 1914 }
2183 } 1915 }
1916
2184 if (!tmp) 1917 if (!tmp)
2185 return NULL; 1918 return NULL;
2186 } 1919 }
1920
2187 /* 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,
2188 * see if we actually want to use it 1922 * see if we actually want to use it
2189 */ 1923 */
2190 if (pl != container) 1924 if (pl != container)
2191 { 1925 {
2212 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2213 "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));
2214 return NULL; 1948 return NULL;
2215 } 1949 }
2216 } 1950 }
1951
2217 return tmp; 1952 return tmp;
2218} 1953}
2219 1954
2220/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2221 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2223 * 0 otherwise 1958 * 0 otherwise
2224 */ 1959 */
2225static int 1960static int
2226player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2227{ 1962{
2228
2229 /* 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,
2230 * 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 -
2231 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2232 */ 1966 */
2233 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2240 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);
2241 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2242 make_visible (op); 1976 make_visible (op);
2243 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2244 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2245 if (door->type == DOOR) 1980 if (door->type == DOOR)
2246 {
2247 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 */
2248 }
2249 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2250 { 1983 {
2251 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));
2252 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2253 } 1986 }
1987
2254 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2255 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2256 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2257 if (container != op) 1991 if (container != op)
2258 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2259 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2260 } 1995 }
2261 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2262 { 1997 {
2263 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2264 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2265 return 1; 2000 return 1;
2266 } 2001 }
2002
2267 return 0; 2003 return 0;
2268} 2004}
2269 2005
2270/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2271 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2272 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2273 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2274 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2275 */ 2011 */
2276
2277void 2012void
2278move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2279{ 2014{
2280 object *tmp, *mon; 2015 object *tmp, *mon;
2281 sint16 nx, ny; 2016 sint16 nx, ny;
2283 maptile *m; 2018 maptile *m;
2284 2019
2285 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2286 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2287 2022
2288 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2289 2024
2290 /* 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
2291 * 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
2292 * 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
2293 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2298 */ 2033 */
2299 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))
2300 { 2035 {
2301 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2302 { 2037 {
2303 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2304 if (!m) 2039 if (!m)
2305 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2306 } 2041 }
2307 else 2042 else
2308 m = op->map; 2043 m = op->map;
2309 2044
2310 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2311 {
2312 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2313 return; 2046 return;
2314 }
2315 2047
2316 mon = NULL; 2048 mon = 0;
2317 /* 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
2318 * 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.
2319 * 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
2320 * on the space 2052 * on the space
2321 */ 2053 */
2322 while (tmp != NULL) 2054 while (tmp)
2323 { 2055 {
2324 if (tmp == op) 2056 if (tmp == op)
2325 { 2057 {
2326 tmp = tmp->above; 2058 tmp = tmp->above;
2327 continue; 2059 continue;
2337 mon = tmp; 2069 mon = tmp;
2338 2070
2339 tmp = tmp->above; 2071 tmp = tmp->above;
2340 } 2072 }
2341 2073
2342 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2343 return; /* into a wall */ 2075 return; /* into a wall */
2344 2076
2345 if (mon->head != NULL) 2077 if (mon->head)
2346 mon = mon->head; 2078 mon = mon->head;
2347 2079
2348 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))
2349 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2350 return; 2082 return;
2362 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2363 */ 2095 */
2364 if ((op->type == PLAYER) 2096 if ((op->type == PLAYER)
2365#if COZY_SERVER 2097#if COZY_SERVER
2366 && 2098 &&
2367 ((get_owner (mon) && get_owner (mon)->contr 2099 ((mon->owner && mon->owner->contr
2368 && 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)
2369#else 2101#else
2370 && get_owner (mon) == op 2102 && mon->owner == op
2371#endif 2103#endif
2372 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2373 { 2105 {
2374 /* 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 */
2375 if (op->contr->braced) 2107 if (op->contr->braced)
2376 return; 2108 return;
2109
2377 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);
2378 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2379 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2380 make_visible (op); 2113 make_visible (op);
2114
2381 return; 2115 return;
2382 } 2116 }
2383 2117
2384 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2385 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2387 * attack them either. 2121 * attack them either.
2388 */ 2122 */
2389 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2390 (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)) && (
2391#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2392 (op->contr->peaceful 2126 (op->contr->peaceful
2393 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2394 && mon->contr-> 2128 && mon->contr->
2395 peaceful)) && 2129 peaceful)) &&
2396#else 2130#else
2397 op->contr->peaceful && 2131 op->contr->peaceful &&
2398#endif 2132#endif
2399 !on_battleground)) 2133 !on_battleground))
2400 { 2134 {
2401 if (!op->contr->braced) 2135 if (!op->contr->braced)
2402 { 2136 {
2403 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);
2404 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2405 } 2139 }
2406 else 2140 else
2407 {
2408 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2409 } 2142
2410 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2144 make_visible (op);
2412 } 2145 }
2413 2146
2414 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2425 * 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
2426 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2427 * 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
2428 * 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.
2429 */ 2162 */
2430
2431 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2432 ((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)))
2433 { 2165 {
2434 2166
2435 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2442 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2443 2175
2444 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 */
2445 } 2177 }
2446 2178
2447 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2448 2180
2449 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2450 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2451 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2452 * the wiz. 2184 * the wiz.
2454 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))
2455 { 2187 {
2456 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2457 2189
2458 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2459 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2460 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2461 } 2193 }
2194
2462 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2463 make_visible (op); 2196 make_visible (op);
2464 } 2197 }
2465 } /* if player should attack something */ 2198 } /* if player should attack something */
2466} 2199}
2468int 2201int
2469move_player (object *op, int dir) 2202move_player (object *op, int dir)
2470{ 2203{
2471 int pick; 2204 int pick;
2472 2205
2473 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2474 return 0; 2207 return 0;
2475 2208
2476 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2477 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2478 { 2211 {
2479 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2480 return 0; 2213 return 0;
2481 } 2214 }
2482 2215
2483 /* peterm: added following line */ 2216 /* peterm: added following line */
2484 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2485 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2486 2219
2487 op->facing = dir; 2220 op->facing = dir;
2488 2221
2489 if (op->hide) 2222 if (op->hide)
2490 do_hidden_move (op); 2223 do_hidden_move (op);
2501 2234
2502 /* 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
2503 * server can handle repeat firing. 2236 * server can handle repeat firing.
2504 */ 2237 */
2505 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2506 {
2507 op->direction = dir; 2239 op->direction = dir;
2508 }
2509 else 2240 else
2510 {
2511 op->direction = 0; 2241 op->direction = 0;
2512 } 2242
2513 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2514 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2515 * for players. 2245 * for players.
2516 */ 2246 */
2517 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2569 2299
2570 /* 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
2571 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2572 * called, so we recheck it here. 2302 * called, so we recheck it here.
2573 */ 2303 */
2574 HandleClient (&op->contr->socket, op->contr); 2304 if (op->contr->ns->handle_command ())
2305 return 1;
2306
2575 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2576 return 0; 2308 {
2577
2578 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2579 { 2310 {
2580 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2581 op->speed_left--; 2312 op->speed_left--;
2582 2313
2583 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2584 * 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
2585 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2586 */ 2317 */
2587 move_player (op, op->direction); 2318 move_player (op, op->direction);
2588 if (op->speed_left > 0) 2319
2589 return 1; 2320 return op->speed_left > 0;
2590 else 2321 }
2591 return 0;
2592 } 2322 }
2323
2593 return 0; 2324 return 0;
2594} 2325}
2595 2326
2596int 2327int
2597save_life (object *op) 2328save_life (object *op)
2598{ 2329{
2599 object *tmp;
2600
2601 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2330 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2602 return 0; 2331 return 0;
2603 2332
2604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2333 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2605 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2606 { 2335 {
2607 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);
2608 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
2609 if (op->contr) 2339 if (op->contr)
2610 esrv_del_item (op->contr, tmp->count); 2340 esrv_del_item (op->contr, tmp->count);
2611 remove_ob (tmp); 2341
2612 free_object (tmp); 2342 tmp->destroy ();
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2343 CLEAR_FLAG (op, FLAG_LIFESAVE);
2344
2614 if (op->stats.hp < 0) 2345 if (op->stats.hp < 0)
2615 op->stats.hp = op->stats.maxhp; 2346 op->stats.hp = op->stats.maxhp;
2347
2616 if (op->stats.food < 0) 2348 if (op->stats.food < 0)
2617 op->stats.food = 999; 2349 op->stats.food = 999;
2618 fix_player (op); 2350
2351 op->update_stats ();
2619 return 1; 2352 return 1;
2620 } 2353 }
2354
2621 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2622 CLEAR_FLAG (op, FLAG_LIFESAVE); 2356 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 enter_player_savebed (op); /* bring him home. */ 2357 enter_player_savebed (op); /* bring him home. */
2624 return 0; 2358 return 0;
2625} 2359}
2630 * from. 2364 * from.
2631 */ 2365 */
2632void 2366void
2633remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2634{ 2368{
2635 object *next;
2636
2637 while (op) 2369 while (op)
2638 { 2370 {
2639 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' */
2640 * we remove object 'op' 2372
2641 */
2642 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2643 { 2374 {
2644 remove_ob (op);
2645 op->x = env->x;
2646 op->y = env->y;
2647 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2648 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2649 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2650 } 2379 }
2651 else if (op->inv) 2380 else if (op->inv)
2652 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2653 op = next; 2383 op = next;
2654 } 2384 }
2655} 2385}
2656
2657 2386
2658/* 2387/*
2659 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2660 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2661 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2672 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2673 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2674 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2675 else 2404 else
2676 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2677 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2678 strcat (buf2, buf); 2408 strcat (buf2, buf);
2679 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2680 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);
2681 else 2411 else
2682 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
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2415 strcat (buf2, buf);
2685 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2686 { 2417 {
2687 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2688 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2420 strcat (buf2, buf);
2690 } 2421 }
2422
2691 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2692 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2693 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2694 return buf2; 2427 return buf2;
2695} 2428}
2696
2697
2698 2429
2699void 2430void
2700do_some_living (object *op) 2431do_some_living (object *op)
2701{ 2432{
2702 int last_food = op->stats.food; 2433 int last_food = op->stats.food;
2711 const int max_grace = 1; 2442 const int max_grace = 1;
2712 2443
2713 if (op->contr->outputs_sync) 2444 if (op->contr->outputs_sync)
2714 { 2445 {
2715 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2716 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)
2717 flush_output_element (op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2718 } 2449 }
2719 2450
2720 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2721 { 2452 {
2722
2723 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2724 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2725 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2726 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2727 else 2457 else
2728 { 2458 {
2729 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2730 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2731 } 2461 }
2462
2732 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2733 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2734 else 2465 else
2735 { 2466 {
2736 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2737 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2738 } 2469 }
2470
2739 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2740 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2741 else 2473 else
2742 { 2474 {
2743 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2759 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2760 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))
2761 op->stats.food = last_food; 2493 op->stats.food = last_food;
2762 } 2494 }
2763 } 2495 }
2496
2764 if (max_sp > 1) 2497 if (max_sp > 1)
2765 { 2498 {
2766 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2767 if (over_sp > 0) 2500 if (over_sp > 0)
2768 { 2501 {
2769 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2770 { 2503 {
2771 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2772 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))
2773 op->stats.sp--; 2507 op->stats.sp--;
2508
2774 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2775 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2776 } 2511 }
2777 op->last_sp = 0; 2512 op->last_sp = 0;
2778 } 2513 }
2779 else 2514 else
2780 {
2781 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);
2782 }
2783 } 2516 }
2784 else 2517 else
2785 {
2786 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);
2787 }
2788 } 2519 }
2789 2520
2790 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2791 /* 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. */
2792 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2793 { 2524 {
2794 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2795 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2796 if (max_grace > 1) 2528 if (max_grace > 1)
2797 { 2529 {
2798 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2799 if (over_grace > 0) 2531 if (over_grace > 0)
2800 { 2532 {
2828 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2829 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))
2830 op->stats.food = last_food; 2562 op->stats.food = last_food;
2831 } 2563 }
2832 } 2564 }
2565
2833 if (max_hp > 1) 2566 if (max_hp > 1)
2834 { 2567 {
2835 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2836 if (over_hp > 0) 2569 if (over_hp > 0)
2837 { 2570 {
2861 2594
2862 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2863 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);
2864 else 2597 else
2865 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2866 /* dms do not consume food */ 2600 /* dms do not consume food */
2867 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2868 op->stats.food--; 2602 op->stats.food--;
2869 } 2603 }
2870 }
2871 2604
2872 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2873 { 2606 {
2874 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2875 2608
2876 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2877 { 2610 {
2878 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2879 {
2880 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2881 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2882 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.");
2883 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2884 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2885 break; 2618 break;
2886 } 2619 }
2887 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2888 flesh = tmp; 2621 flesh = tmp;
2889 } /* End if paid for object */ 2622 } /* End if paid for object */
2890 } /* end of for loop */ 2623 } /* end of for loop */
2624
2891 /* 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
2892 * eat flesh instead. 2626 * eat flesh instead.
2893 */ 2627 */
2894 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2895 { 2629 {
2896 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.");
2897 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2898 } 2632 }
2899 } /* end if player is starving */ 2633 }
2900 2634
2901 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2902 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2903 2637
2904 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))
2905 kill_player (op); 2639 kill_player (op);
2640 }
2906} 2641}
2907
2908
2909 2642
2910/* 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.
2911 * 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
2912 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2913 * file. 2646 * file.
2943 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!");
2944 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...");
2945 2678
2946 /* restore player */ 2679 /* restore player */
2947 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2948 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2682 {
2951 remove_ob (tmp); 2683 tmp->destroy ();
2952 free_object (tmp);
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2685 }
2955 2686
2956 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2689 {
2960 remove_ob (tmp); 2690 tmp->destroy ();
2961 free_object (tmp);
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2692 }
2964 2693
2965 cure_disease (op, 0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2966 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2697 op->stats.food = 999;
2969 2698
2970 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2701 {
2974 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2703 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2707 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2711 }
2985 2712
2986 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2715 op->contr->braced = 0;
2993 2720
2994 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2995 2722
2996 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2997 { 2724 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3007 } 2727 }
3008 else 2728 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3018 } 2730
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2732
3021 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3022 x = op->x; 2734 x = op->x;
3023 y = op->y; 2735 y = op->y;
3024 map = op->map; 2736 map = op->map;
3025 2737
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2741 */
3033 2742
3034 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2745 * of death.
3037 */ 2746 */
3038#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3040 { 2749 {
3041 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2752 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2755 little bit harder. */
3047 /* GD */ 2756 /* GD */
3048 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2758 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2759 else
3054 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3055 num_stats_lose = 1; 2763 num_stats_lose = 1;
3056 } 2764
3057 lost_a_stat = 0; 2765 lost_a_stat = 0;
3058 2766
3059 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3060 { 2768 {
3061 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3062 2770
3063 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3064 { 2772 {
3065 /* 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
3066 * what he lost. 2774 * what he lost.
3067 */ 2775 */
3068 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 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);
3074 } 2794 }
3075 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3076 { 2797 {
3077 /* deplete a stat */ 2798 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3079 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3080 2801 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2802 {
3084 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3086 } 2805
3087 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 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)
3094 { 2812 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2813 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2815 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2816 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2817 else
3129 if (this_stat >= -50)
3130 { 2818 {
3131 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 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"); */
3136 } 2824 }
3137 } 2825 }
3138 } 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 }
3139 } 2845 }
2846 }
2847 }
3140 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2849 if (!lost_a_stat)
3142 { 2850 {
3143 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3146 2854
3147 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3148 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);
3149 else 2857 else
3150 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.");
3151 } 2859 }
3152#else 2860#else
3153 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.");
3154#endif 2862#endif
3155 2863
3156 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2865 * exp loss on the stone.
3158 */ 2866 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2869 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3164 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);
3165 tmp->msg = buf; 2873 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2876
3169 /**************************************/ 2877 /**************************************/
3170 /* */ 2878 /* */
3171 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3174 /* */ 2882 /* */
3175 /**************************************/ 2883 /**************************************/
3176 2884
3177 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2886 /* restore player */
3179 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
2889
3181 if (tmp) 2890 if (tmp)
3182 { 2891 {
3183 remove_ob (tmp); 2892 tmp->destroy ();
3184 free_object (tmp);
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2894 }
3187 2895
3188 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2898 if (tmp)
3191 { 2899 {
3192 remove_ob (tmp); 2900 tmp->destroy ();
3193 free_object (tmp);
3194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3195 } 2902 }
3196 2903
3197 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3198 2905
3199 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3200 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3201 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3202 op->stats.food = 900; 2909 op->stats.food = 900;
3203 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3204 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3205 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3206 2913
3207 /* 2914 /*
3208 * 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
3209 * 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
3210 * in the map. 2917 * in the map.
3211 */ 2918 */
3212 2919
3213 if (is_in_shop (op)) 2920 if (is_in_shop (op))
3214 remove_unpaid_objects (op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
3215 2922
3216 /****************************************/ 2923 /****************************************/
3217 /* */ 2924 /* */
3218 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
3219 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
3220 /* */ 2927 /* */
3221 /****************************************/ 2928 /****************************************/
3222 2929
3223 enter_player_savebed (op); 2930 enter_player_savebed (op);
3224 2931
3225 /* Save the player before inserting the force to reduce
3226 * chance of abuse.
3227 */
3228 op->contr->braced = 0; 2932 op->contr->braced = 0;
3229 save_player (op, 1);
3230 2933
3231 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3232 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3233 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3234 * on the space that might harm the player. 2937 * on the space that might harm the player.
3235 */ 2938 */
3236 will_kill_again = 0; 2939 will_kill_again = 0;
3237 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)
3238 if (tmp->type == SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
3239 will_kill_again |= tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
3240 2943
3241 if (will_kill_again) 2944 if (will_kill_again)
3242 { 2945 {
3243 object *force; 2946 object *force;
3244 int at; 2947 int at;
3245 2948
3246 force = get_archetype (FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
3247 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
3248 force->speed = 0.1; 2951 force->speed = 0.1;
3249 force->speed_left = -5.0; 2952 force->speed_left = -5.0;
3250 SET_FLAG (force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
3251 for (at = 0; at < NROFATTACKS; at++) 2954 for (at = 0; at < NROFATTACKS; at++)
3252 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
3253 force->resist[at] = 100; 2956 force->resist[at] = 100;
3254 2957
3255 insert_ob_in_ob (force, op); 2958 insert_ob_in_ob (force, op);
3256 fix_player (op); 2959 op->update_stats ();
3257 2960
3258 } 2961 }
3259 2962
3260 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3261 return;
3262 } /* NOT_PERMADETH */
3263 else
3264 {
3265 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3266 * should probably be embedded in an else statement.
3267 */
3268
3269 op->contr->party = NULL;
3270 if (settings.set_title == TRUE)
3271 op->contr->own_title[0] = '\0';
3272 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3273 check_score (op);
3274
3275 if (op->contr->ranges[range_golem])
3276 {
3277 remove_friendly_object (op->contr->ranges[range_golem]);
3278 remove_ob (op->contr->ranges[range_golem]);
3279 free_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem] = 0;
3281 }
3282
3283 loot_object (op); /* Remove some of the items for good */
3284 remove_ob (op);
3285 op->direction = 0;
3286
3287 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3288 {
3289 delete_character (op->name, 0);
3290 if (settings.resurrection == TRUE)
3291 {
3292 /* save playerfile sans equipment when player dies
3293 ** then save it as player.pl.dead so that future resurrection
3294 ** type spells will work on them nicely
3295 */
3296 delete_character (op->name, 0);
3297 op->stats.hp = op->stats.maxhp;
3298 op->stats.food = 999;
3299
3300 /* set the location of where the person will reappear when */
3301 /* maybe resurrection code should fix map also */
3302 strcpy (op->contr->maplevel, settings.emergency_mapname);
3303 if (op->map != NULL)
3304 op->map = NULL;
3305 op->x = settings.emergency_x;
3306 op->y = settings.emergency_y;
3307 save_player (op, 0);
3308 op->map = map;
3309 /* please see resurrection.c: peterm */
3310 dead_player (op);
3311 }
3312 else
3313 delete_character (op->name, 1);
3314 }
3315
3316 play_again (op);
3317
3318 /* peterm: added to create a corpse at deathsite. */
3319 tmp = arch_to_object (archetype::find ("corpse_pl"));
3320 sprintf (buf, "%s", &op->name);
3321 tmp->name = tmp->name_pl = buf;
3322 tmp->level = op->level;
3323 tmp->x = x;
3324 tmp->y = y;
3325 tmp->msg = gravestone_text (op);
3326 SET_FLAG (tmp, FLAG_UNIQUE);
3327 insert_ob_in_map (tmp, map, NULL, 0);
3328 }
3329} 2964}
3330
3331 2965
3332void 2966void
3333loot_object (object *op) 2967loot_object (object *op)
3334{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3335 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3336 2970
3337 if (op->container) 2971 op->close_container (); /* close open sack first */
3338 { /* close open sack first */
3339 esrv_apply_container (op, op->container);
3340 }
3341 2972
3342 for (tmp = op->inv; tmp != NULL; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3343 { 2974 {
3344 next = tmp->below; 2975 next = tmp->below;
3345 if (tmp->type == EXPERIENCE || tmp->invisible) 2976
2977 if (tmp->invisible)
3346 continue; 2978 continue;
3347 remove_ob (tmp); 2979
2980 tmp->remove ();
3348 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3349 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3350 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3351 loot_object (tmp); 2985
3352 }
3353 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))))
3354 { 2987 {
3355 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3356 { 2989 {
3357 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3358 free_object (tmp2); 2991 tmp2->destroy ();
3359 insert_ob_in_map (tmp, op->map, NULL, 0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
3360 } 2993 }
3361 else 2994 else
3362 free_object (tmp); 2995 tmp->destroy ();
3363 } 2996 }
3364 else 2997 else
3365 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3366 } 2999 }
3367} 3000}
3369/* 3002/*
3370 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3371 * 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
3372 * was changed. 3005 * was changed.
3373 */ 3006 */
3374
3375void 3007void
3376fix_weight (void) 3008fix_weight (void)
3377{ 3009{
3378 player *pl; 3010 for_all_players (pl)
3379
3380 for (pl = first_player; pl != NULL; pl = pl->next)
3381 { 3011 {
3382 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3383 3013
3384 if (old == sum) 3014 if (old == sum)
3385 continue; 3015 continue;
3386 fix_player (pl->ob); 3016 pl->ob->update_stats ();
3387 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);
3388 } 3018 }
3389} 3019}
3390 3020
3391void 3021void
3392fix_luck (void) 3022fix_luck (void)
3393{ 3023{
3394 player *pl; 3024 for_all_players (pl)
3395
3396 for (pl = first_player; pl != NULL; pl = pl->next)
3397 if (!pl->ob->contr->state) 3025 if (!pl->ob->contr->ns->state)
3398 change_luck (pl->ob, 0); 3026 pl->ob->change_luck (0);
3399} 3027}
3400
3401 3028
3402/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3403 * This is much simpler in the new spell code - we basically 3030 * This is much simpler in the new spell code - we basically
3404 * just treat this as any other spell casting object. 3031 * just treat this as any other spell casting object.
3405 */ 3032 */
3406
3407void 3033void
3408cast_dust (object *op, object *throw_ob, int dir) 3034cast_dust (object *op, object *throw_ob, int dir)
3409{ 3035{
3410 object *skop, *spob; 3036 object *skop, *spob;
3411 3037
3432 if (op->type == PLAYER) 3058 if (op->type == PLAYER)
3433 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);
3434 3060
3435 cast_spell (op, throw_ob, dir, spob, NULL); 3061 cast_spell (op, throw_ob, dir, spob, NULL);
3436 3062
3437 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3063 throw_ob->destroy ();
3438 remove_ob (throw_ob);
3439 free_object (throw_ob);
3440} 3064}
3441 3065
3442void 3066void
3443make_visible (object *op) 3067make_visible (object *op)
3444{ 3068{
3453} 3077}
3454 3078
3455int 3079int
3456is_true_undead (object *op) 3080is_true_undead (object *op)
3457{ 3081{
3458 object *tmp = NULL;
3459
3460 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3461 return 1; 3083 return 1;
3462 3084
3463 if (op->type == PLAYER)
3464 for (tmp = op->inv; tmp; tmp = tmp->below)
3465 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3466 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3467 return 1;
3468 return 0; 3085 return 0;
3469} 3086}
3470 3087
3471/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3472 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3528 3145
3529 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3530 3147
3531 /* 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! */
3532 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3533 {
3534 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3535 { 3151 {
3536 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!");
3537 make_visible (op); 3153 make_visible (op);
3538 return; 3154 return;
3539 } 3155 }
3540 else 3156 else
3541 num += 20; 3157 num += 20;
3542 } 3158
3543 num += op->map->difficulty; 3159 num += op->map->difficulty;
3544 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3545 num -= hide; 3161 num -= hide;
3162
3546 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3547 { 3164 {
3548 make_visible (op); 3165 make_visible (op);
3549 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3550 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!");
3551 } 3168 }
3552 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3553 {
3554 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);
3555 }
3556} 3171}
3557 3172
3558/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3559 3174
3560int 3175int
3587 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3588 continue; 3203 continue;
3589 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)))
3590 continue; 3205 continue;
3591 3206
3592 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)
3593 { 3208 {
3594 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))
3595 return 1; 3210 return 1;
3596 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3597 { 3212 {
3627 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3628 { 3243 {
3629 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3630 return -1; 3245 return -1;
3631 } 3246 }
3247
3632 if (!pl || !op) 3248 if (!pl || !op)
3633 return 0; 3249 return 0;
3634 3250
3635 if (op->head)
3636 {
3637 op = op->head; 3251 op = op->head_ ();
3638 } 3252
3639 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3640 3254
3641 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3642 * through the object and find if it has any 3256 * through the object and find if it has any
3643 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3651 3265
3652 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3653 * 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
3654 * for any meaningful values. 3268 * for any meaningful values.
3655 */ 3269 */
3656 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3657 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3658 !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)])
3659 return 1; 3273 return 1;
3660 op = op->more; 3274 op = op->more;
3661 } 3275 }
3662 return 0; 3276 return 0;
3663} 3277}
3773 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3774 return; 3388 return;
3775 3389
3776 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++);
3777 3391
3778 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3779 { 3393 {
3780 /* 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]); */
3781 return; 3395 return;
3782 } 3396 }
3783 3397
3849 { 3463 {
3850 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3851 object *skin; 3465 object *skin;
3852 3466
3853 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3854 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
3855 if (skin == NULL) 3472 if (!skin)
3856 return; 3473 return;
3857 3474
3858 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3859 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3860 { 3477 {
3905 * not readied. 3522 * not readied.
3906 */ 3523 */
3907void 3524void
3908player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3909{ 3526{
3910 rangetype i;
3911
3912 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))
3913 {
3914 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3915 { 3529 {
3916 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3917 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3918 {
3919 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3920 }
3921 } 3533 }
3922 }
3923} 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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