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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 2006 UTC vs.
Revision 1.110 by root, Mon Apr 16 06:23:43 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", (char *)"%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 }
175 size += strlen (buf); 144 size += strlen (buf);
176 } 145 }
177 } 146 }
178 147
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", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182}
183
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} 151}
308 152
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 = 6; /* Every 2 seconds */
321 outputs_count = 10; /* 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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 371 set_first_map (pl->ob);
344 372
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 373 return pl;
353} 374}
354 375
355/* 376/*
356 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
366 { 387 {
367 if (at == NULL || at->next == NULL) 388 if (at == NULL || at->next == NULL)
368 at = first_archetype; 389 at = first_archetype;
369 else 390 else
370 at = at->next; 391 at = at->next;
392
371 if (at->clone.type == PLAYER) 393 if (at->clone.type == PLAYER)
372 return at; 394 return at;
395
373 if (at == start) 396 if (at == start)
374 { 397 {
375 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 399 exit (-1);
377 } 400 }
378 } 401 }
379} 402}
380 403
381
382object * 404object *
383get_nearest_player (object *mon) 405get_nearest_player (object *mon)
384{ 406{
385 object *op = NULL; 407 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 408 objectlink *ol;
388 unsigned lastdist; 409 unsigned lastdist;
389 rv_vector rv; 410 rv_vector rv;
390 411
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 413 {
393 /* 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
394 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 421 object *tmp = ol->ob;
401 422
402 /* 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
403 * itself will have been cleared. 424 * itself will have been cleared.
404 */ 425 */
405 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 ());
406 ol = ol->next; 428 ol = ol->next;
407 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
408 if (!ol) 430 if (!ol)
409 return op; 431 return op;
410 } 432 }
423 { 445 {
424 op = ol->ob; 446 op = ol->ob;
425 lastdist = rv.distance; 447 lastdist = rv.distance;
426 } 448 }
427 } 449 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 450
429 { 451 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
434 { 454 {
435 op = pl->ob; 455 op = pl->ob;
436 lastdist = rv.distance; 456 lastdist = rv.distance;
437 } 457 }
438 } 458
439 }
440#if 0 459#if 0
441 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)");
442#endif 461#endif
443 return op; 462 return op;
444} 463}
462 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
463 * 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
464 * is probably not a good thing. 483 * is probably not a good thing.
465 */ 484 */
466#define MAX_SPACES 50 485#define MAX_SPACES 50
467
468 486
469/* 487/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * 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
472 * 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
503 x = mon->x; 521 x = mon->x;
504 y = mon->y; 522 y = mon->y;
505 m = mon->map; 523 m = mon->map;
506 dir = rv.direction; 524 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 529 if (diff > max)
511 return 0; 530 return 0;
531
512 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
513 { 533 {
514 lastx = x; 534 lastx = x;
515 lasty = y; 535 lasty = y;
516 lastmap = m; 536 lastmap = m;
598 max--; 618 max--;
599 lastdir = dir; 619 lastdir = dir;
600 if (!firstdir) 620 if (!firstdir)
601 firstdir = dir; 621 firstdir = dir;
602 } 622 }
623
603 if (diff <= 1) 624 if (diff <= 1)
604 { 625 {
605 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 627 * headed toward player for entire distance.
607 */ 628 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 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));
610 } 631 }
632
611 if (diff > max) 633 if (diff > max)
612 return 0; 634 return 0;
613 } 635 }
636
614 /* 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 */
615 if (!max) 638 if (!max)
616 return 0; 639 return 0;
617 640
618 return firstdir; 641 return firstdir;
711 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
712 link_player_skills (pl); 735 link_player_skills (pl);
713} 736}
714 737
715void 738void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
800{ 740{
801 if (party == NULL) 741 if (party == NULL)
802 { 742 {
803 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);
804 return; 744 return;
805 } 745 }
746
806 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
809 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:");
810} 751}
811
812 752
813/* 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. */
814int 754static int
815roll_stat (void) 755roll_stat (void)
816{ 756{
817 int a[4], i, j, k; 757 int a[4], i, j, k;
818 758
819 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
821 761
822 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 763 if (a[i] < k)
824 k = a[i], j = i; 764 k = a[i], j = i;
825 765
826 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 767 if (i != j)
829 k += a[i]; 768 k += a[i];
830 } 769
831 return k; 770 return k;
832} 771}
833 772
834void 773void
835roll_stats (object *op) 774object::roll_stats ()
836{ 775{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 776 int statsort [7];
840 777
841 do 778 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 779 {
852 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
853 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
854 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 790
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
887 798
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 799 stats.exp = 0;
899 op->stats.ac = 0; 800 stats.ac = 0;
900 801
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
908 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
909 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
910} 814}
911 815
912void 816void
913Roll_Again (object *op) 817object::swap_stats (int a, int b)
914{ 818{
915 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 822
920void 823 stats.Str = contr->orig_stats.Str;
921Swap_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)
922{ 855{
923 signed char tmp;
924 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
925 857
926 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 862}
1041 863
1042/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1046 * not the class. 868 * not the class.
1047 */ 869 */
1048
1049int 870int
1050key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1051{ 872{
1052 int tmp_loop; 873 int tmp_loop;
1053 874
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1061 { 876 {
1062 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1063 878
1064 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
1067 885
1068 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1070 888
1071 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1072 890
1073 if (op->msg) 891 if (op->msg)
1074 op->msg = NULL; 892 op->msg = NULL;
1075 893
1076 /* 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
1077 * to save here. 895 * to save here.
1078 */ 896 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf); 898 make_path_to_file (buf);
1081 899
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 900 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 903 link_player_skills (op);
1089 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1090 fix_player (op); 905 op->update_stats ();
1091 906
1092 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1093 * is one for this race 908 * is one for this race
1094 */ 909 */
1095 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1096 { 911 {
1097 object *tmp; 912 object *tmp;
1098 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1099 914
1100 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);
1101 tmp = object::create (); 916 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1105 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;
1106 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1107 * default initial map */ 922 * default initial map */
1108 tmp->destroy (); 923 tmp->destroy ();
1109 } 924 }
1110 else 925 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 927
1114 return 0; 928 return 0;
1115 } 929 }
1116 930
1117 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1122 while (!tmp_loop) 936 while (!tmp_loop)
1123 { 937 {
1124 shstr name = op->name; 938 shstr name = op->name;
1125 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1126 940
1127 remove_statbonus (op); 941 op->remove_statbonus ();
1128 op->remove (); 942 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1130 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1131 op->instantiate (); 945 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1134 op->x = x; 948 op->x = x;
1135 op->y = y; 949 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 953 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1141 } 955 }
1142 956
1143 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 959 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 962 op->stats.grace = 0;
1149 963
1150 if (op->msg) 964 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 966
1153 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");
1154 return 0; 968 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 969}
1205 970
1206void 971void
1207flee_player (object *op) 972flee_player (object *op)
1208{ 973{
1238 { 1003 {
1239 op->enemy = NULL; 1004 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1006 return;
1242 } 1007 }
1008
1243 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1244 1010
1245 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1247 { 1013 {
1248 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1249 1015
1250 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)))
1251 {
1252 return; 1017 return;
1253 }
1254 } 1018 }
1019
1255 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1022 op->enemy = NULL;
1258} 1023}
1259 1024
1265int 1030int
1266check_pick (object *op) 1031check_pick (object *op)
1267{ 1032{
1268 object *tmp, *next; 1033 object *tmp, *next;
1269 int stop = 0; 1034 int stop = 0;
1270 int j, k, wvratio; 1035 int wvratio;
1271 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1272 1037
1273 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1275 return 1; 1040 return 1;
1276 1041
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1112 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1117 }
1118
1381 /* philosophy: 1119 /* philosophy:
1382 * 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
1383 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1385 * 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
1386 * example. 1124 * example.
1387 * 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
1388 * 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
1389 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1640 * found object is returned. 1378 * found object is returned.
1641 */ 1379 */
1642object * 1380object *
1643find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1644{ 1382{
1645 object *tmp = NULL; 1383 object *tmp = 0;
1646 1384
1647 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1648 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))
1649 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1650 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1651 return op; 1389 return op;
1390
1652 return tmp; 1391 return tmp;
1653} 1392}
1654 1393
1655/* 1394/*
1656 * 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
1657 * 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
1658 * 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
1659 * 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.
1660 */ 1399 */
1661
1662object * 1400object *
1663find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1664{ 1402{
1665 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1666 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1815 if (!dir) 1553 if (!dir)
1816 { 1554 {
1817 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!");
1818 return 0; 1556 return 0;
1819 } 1557 }
1558
1820 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1821 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1822 else 1561 else
1823 { 1562 {
1824 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1832 { 1571 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1573 return 0;
1835 } 1574 }
1836 } 1575 }
1576
1837 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1838 { 1578 {
1839 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);
1840 return 0; 1580 return 0;
1841 } 1581 }
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844 1584
1845 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1848 if (bowspeed < 1) 1589 if (bowspeed < 1)
1849 bowspeed = 1; 1590 bowspeed = 1;
1850 1591
1851 if (arrow == NULL) 1592 if (arrow == NULL)
1852 { 1593 {
1858 else 1599 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1860 return 0; 1601 return 0;
1861 } 1602 }
1862 } 1603 }
1604
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1607 return 0;
1867 } 1608
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1610 {
1870 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.");
1871 return 0; 1612 return 0;
1872 } 1613 }
1878 return 0; 1619 return 0;
1879 } 1620 }
1880 1621
1881 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1624 if (!arrow)
1884 { 1625 {
1885 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);
1886 return 0; 1627 return 0;
1887 } 1628 }
1629
1888 arrow->set_owner (op); 1630 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1632 arrow->direction = dir;
1892 arrow->x = sx;
1893 arrow->y = sy;
1894 1633
1895 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1896 { 1635 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op); 1637 op->update_stats ();
1899 } 1638 }
1900 1639
1901 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1907 1646
1908 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1909 * 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.
1910 */ 1649 */
1911 1650
1913 1652
1914 /* update the speed */ 1653 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 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;
1917 1656
1918 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1922 1659
1923 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1924 { 1661 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1935 } 1672 }
1936 1673
1937 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1938 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1939 1676
1940 if (bow->slaying != NULL) 1677 if (bow->slaying)
1941 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1942 1679
1943 arrow->map = m;
1944 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1682
1947 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);
1948 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1949 1685
1950 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1687 move_arrow (arrow);
1952 1688
1953 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1979 } 1715 }
1980 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)
1981 { 1717 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1719 wcmod = -1;
1720
1984 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);
1985 } 1722 }
1986 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1987 { 1724 {
1988 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);
2058 1795
2059 if (item->arch) 1796 if (item->arch)
2060 { 1797 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2063 item->speed = 0; 1800 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1801 }
1802
2066 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1805 }
2069 } 1806 }
2070 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1808 drain_rod_charge (item);
2073 }
2074 } 1809 }
2075} 1810}
2076 1811
2077/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2078 */ 1813 */
2117 { 1852 {
2118 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2119 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.");
2120 return; 1855 return;
2121 } 1856 }
1857
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return; 1859 return;
2124 case range_builder: 1860 case range_builder:
2125 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2126 return; 1862 return;
2127 default: 1863 default:
2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2129 return; 1865 return;
2130 } 1866 }
2131} 1867}
2132
2133
2134 1868
2135/* find_key 1869/* find_key
2136 * 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
2137 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2138 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2140 * pl is the player, 1874 * pl is the player,
2141 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2142 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2143 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2144 */ 1878 */
2145
2146object * 1879object *
2147find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2148{ 1881{
2149 object *tmp, *key; 1882 object *tmp, *key;
2150 1883
2151 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2152 if (container->inv == NULL) 1885 if (!container->inv)
2153 return NULL; 1886 return 0;
2154 1887
2155 /* 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 */
2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2157 { 1890 {
2158 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2159 break; 1892 break;
2160 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2161 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2162 */ 1895 */
2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164 break; 1897 break;
2165 } 1898 }
1899
2166 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2167 /* 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.
2168 * 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
2169 * a key, return 1903 * a key, return
2170 */ 1904 */
2171 if (!tmp) 1905 if (!tmp)
2172 { 1906 {
2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2174 { 1908 {
2175 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2176 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2177 { 1911 {
2178 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2179 return key; 1913 return key;
2180 } 1914 }
2181 } 1915 }
1916
2182 if (!tmp) 1917 if (!tmp)
2183 return NULL; 1918 return NULL;
2184 } 1919 }
1920
2185 /* 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,
2186 * see if we actually want to use it 1922 * see if we actually want to use it
2187 */ 1923 */
2188 if (pl != container) 1924 if (pl != container)
2189 { 1925 {
2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211 "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));
2212 return NULL; 1948 return NULL;
2213 } 1949 }
2214 } 1950 }
1951
2215 return tmp; 1952 return tmp;
2216} 1953}
2217 1954
2218/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2219 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2221 * 0 otherwise 1958 * 0 otherwise
2222 */ 1959 */
2223static int 1960static int
2224player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2225{ 1962{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2230 */ 1966 */
2231 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2238 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);
2239 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2240 make_visible (op); 1976 make_visible (op);
2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2243 if (door->type == DOOR) 1980 if (door->type == DOOR)
2244 {
2245 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 */
2246 }
2247 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2248 { 1983 {
2249 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));
2250 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2251 } 1986 }
1987
2252 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2253 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2254 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2255 if (container != op) 1991 if (container != op)
2256 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2257 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2258 } 1995 }
2259 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2260 { 1997 {
2261 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2263 return 1; 2000 return 1;
2264 } 2001 }
2002
2265 return 0; 2003 return 0;
2266} 2004}
2267 2005
2268/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2269 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2273 */ 2011 */
2274
2275void 2012void
2276move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2277{ 2014{
2278 object *tmp, *mon; 2015 object *tmp, *mon;
2279 sint16 nx, ny; 2016 sint16 nx, ny;
2281 maptile *m; 2018 maptile *m;
2282 2019
2283 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2285 2022
2286 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2287 2024
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2296 */ 2033 */
2297 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))
2298 { 2035 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 { 2037 {
2301 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2302 if (!m) 2039 if (!m)
2303 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2304 } 2041 }
2305 else 2042 else
2306 m = op->map; 2043 m = op->map;
2307 2044
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 2046 return;
2312 }
2313 2047
2314 mon = NULL; 2048 mon = 0;
2315 /* 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
2316 * 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.
2317 * 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
2318 * on the space 2052 * on the space
2319 */ 2053 */
2320 while (tmp != NULL) 2054 while (tmp)
2321 { 2055 {
2322 if (tmp == op) 2056 if (tmp == op)
2323 { 2057 {
2324 tmp = tmp->above; 2058 tmp = tmp->above;
2325 continue; 2059 continue;
2335 mon = tmp; 2069 mon = tmp;
2336 2070
2337 tmp = tmp->above; 2071 tmp = tmp->above;
2338 } 2072 }
2339 2073
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2075 return; /* into a wall */
2342 2076
2343 if (mon->head != NULL) 2077 if (mon->head)
2344 mon = mon->head; 2078 mon = mon->head;
2345 2079
2346 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))
2347 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2348 return; 2082 return;
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2105 {
2372 /* 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 */
2373 if (op->contr->braced) 2107 if (op->contr->braced)
2374 return; 2108 return;
2109
2375 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);
2376 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2113 make_visible (op);
2114
2379 return; 2115 return;
2380 } 2116 }
2381 2117
2382 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2385 * attack them either. 2121 * attack them either.
2386 */ 2122 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2388 (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)) && (
2389#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2390 (op->contr->peaceful 2126 (op->contr->peaceful
2391 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2392 && mon->contr-> 2128 && mon->contr->
2393 peaceful)) && 2129 peaceful)) &&
2394#else 2130#else
2395 op->contr->peaceful && 2131 op->contr->peaceful &&
2396#endif 2132#endif
2397 !on_battleground)) 2133 !on_battleground))
2398 { 2134 {
2399 if (!op->contr->braced) 2135 if (!op->contr->braced)
2400 { 2136 {
2401 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);
2402 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2403 } 2139 }
2404 else 2140 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2142
2408 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2144 make_visible (op);
2410 } 2145 }
2411 2146
2412 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2423 * 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
2424 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2425 * 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
2426 * 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.
2427 */ 2162 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((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)))
2431 { 2165 {
2432 2166
2433 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2441 2175
2442 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 */
2443 } 2177 }
2444 2178
2445 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2446 2180
2447 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2450 * the wiz. 2184 * the wiz.
2452 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))
2453 { 2187 {
2454 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2455 2189
2456 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2458 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2459 } 2193 }
2194
2460 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2461 make_visible (op); 2196 make_visible (op);
2462 } 2197 }
2463 } /* if player should attack something */ 2198 } /* if player should attack something */
2464} 2199}
2466int 2201int
2467move_player (object *op, int dir) 2202move_player (object *op, int dir)
2468{ 2203{
2469 int pick; 2204 int pick;
2470 2205
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2207 return 0;
2473 2208
2474 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2476 { 2211 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2213 return 0;
2479 } 2214 }
2480 2215
2481 /* peterm: added following line */ 2216 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2484 2219
2485 op->facing = dir; 2220 op->facing = dir;
2486 2221
2487 if (op->hide) 2222 if (op->hide)
2488 do_hidden_move (op); 2223 do_hidden_move (op);
2499 2234
2500 /* 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
2501 * server can handle repeat firing. 2236 * server can handle repeat firing.
2502 */ 2237 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2239 op->direction = dir;
2506 }
2507 else 2240 else
2508 {
2509 op->direction = 0; 2241 op->direction = 0;
2510 } 2242
2511 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2245 * for players.
2514 */ 2246 */
2515 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2524 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2525 */ 2257 */
2526int 2258int
2527handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2528{ 2260{
2529 if (op->contr->hidden)
2530 {
2531 op->invisible = 1000;
2532 /* the socket code flashes the player visible/invisible
2533 * depending on the value of invisible, so we need to
2534 * alternate it here for it to work correctly.
2535 */
2536 if (pticks & 2)
2537 op->invisible--;
2538 }
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2541 op->invisible--;
2542 if (!op->invisible)
2543 {
2544 make_visible (op);
2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 }
2547 }
2548
2549 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2550 { 2262 {
2551 flee_player (op); 2263 flee_player (op);
2552 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2567 2279
2568 /* call this here - we also will call this in do_ericserver, but 2280 /* call this here - we also will call this in do_ericserver, but
2569 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2282 * called, so we recheck it here.
2571 */ 2283 */
2572 HandleClient (&op->contr->socket, op->contr); 2284 if (op->contr->ns->handle_command ())
2285 return 1;
2286
2573 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2574 return 0; 2288 {
2575
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 { 2290 {
2578 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--; 2292 op->speed_left--;
2580 2293
2581 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2582 * of it. Also, some of the skill stuff is only put in 2295 * of it. Also, some of the skill stuff is only put in
2583 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2584 */ 2297 */
2585 move_player (op, op->direction); 2298 move_player (op, op->direction);
2586 if (op->speed_left > 0) 2299
2587 return 1; 2300 return op->speed_left > 0;
2588 else 2301 }
2589 return 0;
2590 } 2302 }
2303
2591 return 0; 2304 return 0;
2592} 2305}
2593 2306
2594int 2307int
2595save_life (object *op) 2308save_life (object *op)
2596{ 2309{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2310 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2311 return 0;
2601 2312
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2313 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2315 {
2605 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2316 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2606 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2317 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2607 2318
2615 op->stats.hp = op->stats.maxhp; 2326 op->stats.hp = op->stats.maxhp;
2616 2327
2617 if (op->stats.food < 0) 2328 if (op->stats.food < 0)
2618 op->stats.food = 999; 2329 op->stats.food = 999;
2619 2330
2620 fix_player (op); 2331 op->update_stats ();
2621 return 1; 2332 return 1;
2622 } 2333 }
2334
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2336 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2337 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2338 return 0;
2627} 2339}
2632 * from. 2344 * from.
2633 */ 2345 */
2634void 2346void
2635remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2636{ 2348{
2637 object *next;
2638
2639 while (op) 2349 while (op)
2640 { 2350 {
2641 next = op->below; /* Make sure we have a good value, in case 2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2642 * we remove object 'op' 2352
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2354 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2355 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2356 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2357
2358 op->insert_at (env);
2652 } 2359 }
2653 else if (op->inv) 2360 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2361 remove_unpaid_objects (op->inv, env);
2362
2655 op = next; 2363 op = next;
2656 } 2364 }
2657} 2365}
2658
2659 2366
2660/* 2367/*
2661 * Returns pointer a static string containing gravestone text 2368 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2369 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2370 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2381 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2383 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2384 else
2678 sprintf (buf, "%s\n", &op->name); 2385 sprintf (buf, "%s\n", &op->name);
2386
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2388 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2389 if (op->type == PLAYER)
2682 sprintf (buf, "who was in level %d when killed\n", op->level); 2390 sprintf (buf, "who was in level %d when killed\n", op->level);
2683 else 2391 else
2684 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2392 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2393
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2394 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2395 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2688 { 2397 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2398 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2399 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2400 strcat (buf2, buf);
2692 } 2401 }
2402
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2403 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2405 strcat (buf2, buf);
2406
2696 return buf2; 2407 return buf2;
2697} 2408}
2698
2699
2700 2409
2701void 2410void
2702do_some_living (object *op) 2411do_some_living (object *op)
2703{ 2412{
2704 int last_food = op->stats.food; 2413 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2419 int rate_grace = 2000;
2711 const int max_hp = 1; 2420 const int max_hp = 1;
2712 const int max_sp = 1; 2421 const int max_sp = 1;
2713 const int max_grace = 1; 2422 const int max_grace = 1;
2714 2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2715 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2720 }
2721 2447
2722 if (op->contr->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2723 { 2449 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2452 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2453 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2454 else
2730 { 2455 {
2731 gen_hp = op->stats.maxhp; 2456 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2457 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2458 }
2459
2734 if (op->contr->gen_sp >= 0) 2460 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2461 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2462 else
2737 { 2463 {
2738 gen_sp = op->stats.maxsp; 2464 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2465 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2466 }
2467
2741 if (op->contr->gen_grace >= 0) 2468 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2470 else
2744 { 2471 {
2745 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2761 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2762 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2763 op->stats.food = last_food; 2490 op->stats.food = last_food;
2764 } 2491 }
2765 } 2492 }
2493
2766 if (max_sp > 1) 2494 if (max_sp > 1)
2767 { 2495 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2496 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2497 if (over_sp > 0)
2770 { 2498 {
2771 if (op->stats.sp < op->stats.maxsp) 2499 if (op->stats.sp < op->stats.maxsp)
2772 { 2500 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2774 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2775 op->stats.sp--; 2504 op->stats.sp--;
2505
2776 if (op->stats.sp > op->stats.maxsp) 2506 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2507 op->stats.sp = op->stats.maxsp;
2778 } 2508 }
2779 op->last_sp = 0; 2509 op->last_sp = 0;
2780 } 2510 }
2781 else 2511 else
2782 {
2783 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2784 }
2785 } 2513 }
2786 else 2514 else
2787 {
2788 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);
2789 }
2790 } 2516 }
2791 2517
2792 /* Regenerate Grace */ 2518 /* Regenerate Grace */
2793 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2794 if (--op->last_grace < 0) 2520 if (--op->last_grace < 0)
2795 { 2521 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2522 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2523 op->stats.grace++; /* no penalty in food for regaining grace */
2524
2798 if (max_grace > 1) 2525 if (max_grace > 1)
2799 { 2526 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2527 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2528 if (over_grace > 0)
2802 { 2529 {
2830 op->stats.food += op->contr->digestion; 2557 op->stats.food += op->contr->digestion;
2831 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2832 op->stats.food = last_food; 2559 op->stats.food = last_food;
2833 } 2560 }
2834 } 2561 }
2562
2835 if (max_hp > 1) 2563 if (max_hp > 1)
2836 { 2564 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2566 if (over_hp > 0)
2839 { 2567 {
2863 2591
2864 if (op->contr->gen_hp > 0) 2592 if (op->contr->gen_hp > 0)
2865 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2866 else 2594 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596
2868 /* dms do not consume food */ 2597 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2598 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2599 op->stats.food--;
2871 } 2600 }
2872 }
2873 2601
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2602 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2603 {
2876 object *tmp, *flesh = NULL; 2604 object *tmp, *flesh = 0;
2877 2605
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2606 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2607 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2609 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 {
2884 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2885 manual_apply (op, tmp, 0); 2613 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2614 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2615 break;
2888 } 2616 }
2889 else if (tmp->type == FLESH) 2617 else if (tmp->type == FLESH)
2890 flesh = tmp; 2618 flesh = tmp;
2891 } /* End if paid for object */ 2619 } /* End if paid for object */
2892 } /* end of for loop */ 2620 } /* end of for loop */
2621
2893 /* If player is still starving, it means they don't have any food, so 2622 /* If player is still starving, it means they don't have any food, so
2894 * eat flesh instead. 2623 * eat flesh instead.
2895 */ 2624 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2626 {
2898 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2899 manual_apply (op, flesh, 0); 2628 manual_apply (op, flesh, 0);
2900 } 2629 }
2901 } /* end if player is starving */ 2630 }
2902 2631
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2632 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2633 op->stats.food++, op->stats.hp--;
2905 2634
2906 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2907 kill_player (op); 2636 kill_player (op);
2637 }
2908} 2638}
2909
2910
2911 2639
2912/* If the player should die (lack of hp, food, etc), we call this. 2640/* If the player should die (lack of hp, food, etc), we call this.
2913 * op is the player in jeopardy. If the player can not be saved (not 2641 * op is the player in jeopardy. If the player can not be saved (not
2914 * permadeath, no lifesave), this will take care of removing the player 2642 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2643 * file.
2945 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2946 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2947 2675
2948 /* restore player */ 2676 /* restore player */
2949 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2679 {
2953 tmp->destroy (); 2680 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2682 }
2956 2683
2957 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2686 {
2961 tmp->destroy (); 2687 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2689 }
2964 2690
2966 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2694 op->stats.food = 999;
2969 2695
2970 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2698 {
2974 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2700 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2977 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " 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); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2704 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2708 }
2985 2709
2986 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2712 op->contr->braced = 0;
2993 2717
2994 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2995 2719
2996 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
2997 { 2721 {
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); 2722 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
3007 } 2724 }
3008 else 2725 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); 2726 sprintf (buf, "%s died.", &op->name);
3018 } 2727
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2729
3021 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
3022 x = op->x; 2731 x = op->x;
3023 y = op->y; 2732 y = op->y;
3024 map = op->map; 2733 map = op->map;
3025 2734
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * life if they are dead - it takes some exp and a random stat. 2736 * 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. 2737 * See the config.h file for a little more in depth detail about this.
3032 */ 2738 */
3033 2739
3034 /* Basically two ways to go - remove a stat permanently, or just 2740 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2741 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2742 * of death.
3037 */ 2743 */
3038#ifndef COZY_SERVER 2744#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2745 if (settings.balanced_stat_loss)
3040 { 2746 {
3041 /* If stat loss is permanent, lose one stat only. */ 2747 /* If stat loss is permanent, lose one stat only. */
3042 /* Lower level chars don't lose as many stats because they suffer 2748 /* Lower level chars don't lose as many stats because they suffer
3043 more if they do. */ 2749 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2750 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2751 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2752 little bit harder. */
3047 /* GD */ 2753 /* GD */
3048 if (settings.stat_loss_on_death) 2754 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2755 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2756 else
3054 { 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758 }
2759 else
3055 num_stats_lose = 1; 2760 num_stats_lose = 1;
3056 } 2761
3057 lost_a_stat = 0; 2762 lost_a_stat = 0;
3058 2763
3059 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
3060 { 2765 {
3061 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
3062 2767
3063 if (settings.stat_loss_on_death) 2768 if (settings.stat_loss_on_death)
3064 { 2769 {
3065 /* Pick a random stat and take a point off it. Tell the player 2770 /* Pick a random stat and take a point off it. Tell the player
3066 * what he lost. 2771 * what he lost.
3067 */ 2772 */
3068 change_attr_value (&(op->stats), i, -1); 2773 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2774 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2775 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2776 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 lost_a_stat = 1; 2778 lost_a_stat = 1;
2779 }
2780 else
2781 {
2782 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion");
2784 object *dep;
2785
2786 dep = present_arch_in_ob (deparch, op);
2787 if (!dep)
2788 {
2789 dep = arch_to_object (deparch);
2790 insert_ob_in_ob (dep, op);
3074 } 2791 }
3075 else 2792 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss)
3076 { 2794 {
3077 /* deplete a stat */ 2795 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2796 /* Get the stat that we're about to deplete. */
3079 object *dep; 2797 this_stat = get_attr_value (&(dep->stats), i);
3080 2798 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2799 {
3084 dep = arch_to_object (deparch); 2800 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2801 int keep_chance = this_stat * this_stat;
3086 } 2802
3087 lose_this_stat = 1; 2803 /* 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) 2804 if (keep_chance < 1)
2805 keep_chance = 1;
2806
2807 /* There is a maximum depletion total per level. */
2808 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 { 2809 {
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; 2810 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2811 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2812 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 } 2813 }
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 */ 2814 else
3129 if (this_stat >= -50)
3130 { 2815 {
3131 change_attr_value (&(dep->stats), i, -1); 2816 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; 2817 lose_this_stat = 0;
2818 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2819 this_stat, keep_chance, loss_chance,
2820 lose_this_stat?"LOSE":"KEEP"); */
3136 } 2821 }
3137 } 2822 }
3138 } 2823 }
2824
2825 if (lose_this_stat)
2826 {
2827 this_stat = get_attr_value (&(dep->stats), i);
2828 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a
2832 * difference.
2833 */
2834 if (this_stat >= -50)
2835 {
2836 change_attr_value (&(dep->stats), i, -1);
2837 SET_FLAG (dep, FLAG_APPLIED);
2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839 op->update_stats ();
2840 lost_a_stat = 1;
2841 }
3139 } 2842 }
2843 }
2844 }
3140 /* If no stat lost, tell the player. */ 2845 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2846 if (!lost_a_stat)
3142 { 2847 {
3143 /* determine_god() seems to not work sometimes... why is this? 2848 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2849 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2850 const char *god = determine_god (op);
3146 2851
3147 if (god && (strcmp (god, "none"))) 2852 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); 2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2854 else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3151 } 2856 }
3152#else 2857#else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3154#endif 2859#endif
3155 2860
3156 /* Put a gravestone up where the character 'almost' died. List the 2861 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2862 * exp loss on the stone.
3158 */ 2863 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2864 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2865 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2866 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2867 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2868 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); 2869 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; 2870 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2871 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2872 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2873
3169 /**************************************/ 2874 /**************************************/
3170 /* */ 2875 /* */
3171 /* Subtract the experience points, */ 2876 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2877 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2878 /* food, and reset HP's... */
3174 /* */ 2879 /* */
3175 /**************************************/ 2880 /**************************************/
3176 2881
3177 /* remove any poisoning and confusion the character may be suffering. */ 2882 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2883 /* restore player */
3179 at = archetype::find ("poisoning"); 2884 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
3181 2886
3182 if (tmp) 2887 if (tmp)
3183 { 2888 {
3184 tmp->destroy (); 2889 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2891 }
3187 2892
3188 at = archetype::find ("confusion"); 2893 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2895 if (tmp)
3191 { 2896 {
3192 tmp->destroy (); 2897 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2899 }
3195 2900
3196 cure_disease (op, 0); /* remove any disease */ 2901 cure_disease (op, 0); /* remove any disease */
3197 2902
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2903 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2904 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2905 if (op->stats.food < 100)
3201 op->stats.food = 900; 2906 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2910
3206 /* 2911 /*
3207 * Check to see if the player is in a shop. IF so, then check to see if 2912 * Check to see if the player has any unpaid items. If so, remove them
3208 * the player has any unpaid items. If so, remove them and put them back 2913 * and put them back in the map.
3209 * in the map. 2914 */
3210 */
3211
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
3214 2916
3215 /****************************************/ 2917 /****************************************/
3216 /* */ 2918 /* */
3217 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3219 /* */ 2921 /* */
3220 /****************************************/ 2922 /****************************************/
3221 2923
3222 enter_player_savebed (op); 2924 enter_player_savebed (op);
3223 2925
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2926 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2927
3230 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2931 * on the space that might harm the player.
3234 */ 2932 */
3235 will_kill_again = 0; 2933 will_kill_again = 0;
3236 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2934 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3237 if (tmp->type == SPELL_EFFECT) 2935 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2936 will_kill_again |= tmp->attacktype;
3239 2937
3240 if (will_kill_again) 2938 if (will_kill_again)
3241 { 2939 {
3242 object *force; 2940 object *force;
3243 int at; 2941 int at;
3244 2942
3245 force = get_archetype (FORCE_NAME); 2943 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2944 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2945 force->speed = 0.1;
3248 force->speed_left = -5.0; 2946 force->speed_left = -5.0;
3249 SET_FLAG (force, FLAG_APPLIED); 2947 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2948 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2949 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2950 force->resist[at] = 100;
3253 2951
3254 insert_ob_in_ob (force, op); 2952 insert_ob_in_ob (force, op);
3255 fix_player (op); 2953 op->update_stats ();
3256 2954
3257 } 2955 }
3258 2956
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2957 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2958}
3328
3329 2959
3330void 2960void
3331loot_object (object *op) 2961loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3334 2964
3335 if (op->container) 2965 op->close_container (); /* close open sack first */
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339 2966
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3341 { 2968 {
3342 next = tmp->below; 2969 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2970
2971 if (tmp->invisible)
3344 continue; 2972 continue;
2973
3345 tmp->remove (); 2974 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3347 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3349 loot_object (tmp); 2979
3350 }
3351 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3352 { 2981 {
3353 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3354 { 2983 {
3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3356 tmp2->destroy (); 2985 tmp2->destroy ();
3367/* 2996/*
3368 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3369 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3370 * was changed. 2999 * was changed.
3371 */ 3000 */
3372
3373void 3001void
3374fix_weight (void) 3002fix_weight (void)
3375{ 3003{
3376 player *pl; 3004 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 3005 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 3007
3382 if (old == sum) 3008 if (old == sum)
3383 continue; 3009 continue;
3384 fix_player (pl->ob); 3010 pl->ob->update_stats ();
3385 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3386 } 3012 }
3387} 3013}
3388 3014
3389void 3015void
3390fix_luck (void) 3016fix_luck (void)
3391{ 3017{
3392 player *pl; 3018 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 3019 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 3020 pl->ob->change_luck (0);
3397} 3021}
3398
3399 3022
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 3024 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 3025 * just treat this as any other spell casting object.
3403 */ 3026 */
3404
3405void 3027void
3406cast_dust (object *op, object *throw_ob, int dir) 3028cast_dust (object *op, object *throw_ob, int dir)
3407{ 3029{
3408 object *skop, *spob; 3030 object *skop, *spob;
3409 3031
3443 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3444 { 3066 {
3445 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3446 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3447 } 3069 }
3070
3448 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3449} 3072}
3450 3073
3451int 3074int
3452is_true_undead (object *op) 3075is_true_undead (object *op)
3453{ 3076{
3454 object *tmp = NULL;
3455
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 3078 return 1;
3458 3079
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3080 return 0;
3465} 3081}
3466 3082
3467/* look at the surrounding terrain to determine 3083/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3084 * the hideability of this object. Positive levels
3524 3140
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3142
3527 /* its *extremely* hard to run and sneak/hide at the same time! */ 3143 /* its *extremely* hard to run and sneak/hide at the same time! */
3528 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3531 { 3146 {
3532 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3147 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3533 make_visible (op); 3148 make_visible (op);
3534 return; 3149 return;
3535 } 3150 }
3536 else 3151 else
3537 num += 20; 3152 num += 20;
3538 } 3153
3539 num += op->map->difficulty; 3154 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3156 num -= hide;
3157
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3159 {
3544 make_visible (op); 3160 make_visible (op);
3545 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3546 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3547 } 3163 }
3548 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3549 {
3550 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3551 }
3552} 3166}
3553 3167
3554/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3555 3169
3556int 3170int
3583 if (mflags & P_OUT_OF_MAP) 3197 if (mflags & P_OUT_OF_MAP)
3584 continue; 3198 continue;
3585 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3199 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3586 continue; 3200 continue;
3587 3201
3588 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3202 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3589 { 3203 {
3590 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3204 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3591 return 1; 3205 return 1;
3592 else if (tmp->type == PLAYER) 3206 else if (tmp->type == PLAYER)
3593 { 3207 {
3623 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3624 { 3238 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3240 return -1;
3627 } 3241 }
3242
3628 if (!pl || !op) 3243 if (!pl || !op)
3629 return 0; 3244 return 0;
3630 3245
3631 if (op->head)
3632 {
3633 op = op->head; 3246 op = op->head_ ();
3634 } 3247
3635 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3636 3249
3637 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3251 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3647 3260
3648 /* only the viewable area the player sees is updated by LOS 3261 /* only the viewable area the player sees is updated by LOS
3649 * code, so we need to restrict ourselves to that range of values 3262 * code, so we need to restrict ourselves to that range of values
3650 * for any meaningful values. 3263 * for any meaningful values.
3651 */ 3264 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3655 return 1; 3268 return 1;
3656 op = op->more; 3269 op = op->more;
3657 } 3270 }
3658 return 0; 3271 return 0;
3659} 3272}
3756 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3757 int i = 0, j = 0; 3370 int i = 0, j = 0;
3758 3371
3759 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3760 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3761 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3762 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3763 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3764 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3765 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3766 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3767 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3768 3381
3769 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3770 return; 3383 return;
3771 3384
3772 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3773 3386
3774 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3775 { 3388 {
3776 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3777 return; 3390 return;
3778 } 3391 }
3779 3392
3845 { 3458 {
3846 /* forces in the treasurelist can alter the player's stats */ 3459 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3460 object *skin;
3848 3461
3849 /* first get the dragon skin force */ 3462 /* first get the dragon skin force */
3463 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3465 ;
3466
3851 if (skin == NULL) 3467 if (!skin)
3852 return; 3468 return;
3853 3469
3854 /* adding new spellpath attunements */ 3470 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3471 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3472 {
3901 * not readied. 3517 * not readied.
3902 */ 3518 */
3903void 3519void
3904player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3905{ 3521{
3906 rangetype i;
3907
3908 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3909 {
3910 if (pl->ranges[i] == ob) 3523 if (pl->ranges[i] == ob)
3911 { 3524 {
3912 pl->ranges[i] = NULL; 3525 pl->ranges[i] = 0;
3913 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3916 }
3917 } 3528 }
3918 }
3919} 3529}
3530
3531sint8
3532player::visibility_at (maptile *map, int x, int y) const
3533{
3534 if (!ns)
3535 return 0;
3536
3537 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539 return 0;
3540
3541 x += dx - ns->current_x + ns->mapx / 2;
3542 y += dy - ns->current_y + ns->mapy / 2;
3543
3544 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3545 return 0;
3546
3547 return 100 - blocked_los [x][y];
3548}

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