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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 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);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 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);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
173 size += strlen (buf); 144 size += strlen (buf);
174 } 145 }
175 } 146 }
176 147
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 151}
285 152
286/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
287static void 154static void
288set_first_map (object *op) 155set_first_map (object *op)
289{ 156{
290 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
291 op->x = -1; 158 op->x = -1;
292 op->y = -1; 159 op->y = -1;
293 enter_exit (op, NULL);
294} 160}
295 161
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
296/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
297 * 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
298 * mode. 358 * mode.
299 */ 359 */
300 360player *
301int 361player::create ()
302add_player (client_socket *ns)
303{ 362{
304 player *p = new player; 363 player *pl = new player;
305 364
306 p->socket = ns; 365 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 366
309 p->next = first_player; 367 pl->ob->roll_stats ();
310 first_player = p; 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
311 370
312 p = get_player (p);
313
314 set_first_map (p->ob); 371 set_first_map (pl->ob);
315 372
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 373 return pl;
324} 374}
325 375
326/* 376/*
327 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
337 { 387 {
338 if (at == NULL || at->next == NULL) 388 if (at == NULL || at->next == NULL)
339 at = first_archetype; 389 at = first_archetype;
340 else 390 else
341 at = at->next; 391 at = at->next;
392
342 if (at->clone.type == PLAYER) 393 if (at->clone.type == PLAYER)
343 return at; 394 return at;
395
344 if (at == start) 396 if (at == start)
345 { 397 {
346 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 399 exit (-1);
348 } 400 }
349 } 401 }
350} 402}
351 403
352
353object * 404object *
354get_nearest_player (object *mon) 405get_nearest_player (object *mon)
355{ 406{
356 object *op = NULL; 407 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 408 objectlink *ol;
359 unsigned lastdist; 409 unsigned lastdist;
360 rv_vector rv; 410 rv_vector rv;
361 411
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 413 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 421 object *tmp = ol->ob;
372 422
373 /* 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
374 * itself will have been cleared. 424 * itself will have been cleared.
375 */ 425 */
376 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 ());
377 ol = ol->next; 428 ol = ol->next;
378 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
379 if (!ol) 430 if (!ol)
380 return op; 431 return op;
381 } 432 }
394 { 445 {
395 op = ol->ob; 446 op = ol->ob;
396 lastdist = rv.distance; 447 lastdist = rv.distance;
397 } 448 }
398 } 449 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 450
400 { 451 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
405 { 454 {
406 op = pl->ob; 455 op = pl->ob;
407 lastdist = rv.distance; 456 lastdist = rv.distance;
408 } 457 }
409 } 458
410 }
411#if 0 459#if 0
412 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)");
413#endif 461#endif
414 return op; 462 return op;
415} 463}
433 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 483 * is probably not a good thing.
436 */ 484 */
437#define MAX_SPACES 50 485#define MAX_SPACES 50
438
439 486
440/* 487/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
474 x = mon->x; 521 x = mon->x;
475 y = mon->y; 522 y = mon->y;
476 m = mon->map; 523 m = mon->map;
477 dir = rv.direction; 524 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff > max) 529 if (diff > max)
482 return 0; 530 return 0;
531
483 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
484 { 533 {
485 lastx = x; 534 lastx = x;
486 lasty = y; 535 lasty = y;
487 lastmap = m; 536 lastmap = m;
569 max--; 618 max--;
570 lastdir = dir; 619 lastdir = dir;
571 if (!firstdir) 620 if (!firstdir)
572 firstdir = dir; 621 firstdir = dir;
573 } 622 }
623
574 if (diff <= 1) 624 if (diff <= 1)
575 { 625 {
576 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 627 * headed toward player for entire distance.
578 */ 628 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 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));
581 } 631 }
632
582 if (diff > max) 633 if (diff > max)
583 return 0; 634 return 0;
584 } 635 }
636
585 /* 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 */
586 if (!max) 638 if (!max)
587 return 0; 639 return 0;
588 640
589 return firstdir; 641 return firstdir;
682 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
683 link_player_skills (pl); 735 link_player_skills (pl);
684} 736}
685 737
686void 738void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
771{ 740{
772 if (party == NULL) 741 if (party == NULL)
773 { 742 {
774 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);
775 return; 744 return;
776 } 745 }
746
777 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
780 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:");
781} 751}
782
783 752
784/* 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. */
785int 754static int
786roll_stat (void) 755roll_stat (void)
787{ 756{
788 int a[4], i, j, k; 757 int a[4], i, j, k;
789 758
790 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
792 761
793 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 763 if (a[i] < k)
795 k = a[i], j = i; 764 k = a[i], j = i;
796 765
797 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 767 if (i != j)
800 k += a[i]; 768 k += a[i];
801 } 769
802 return k; 770 return k;
803} 771}
804 772
805void 773void
806roll_stats (object *op) 774object::roll_stats ()
807{ 775{
808 int sum = 0;
809 int i = 0, j = 0;
810 int statsort[7]; 776 int statsort [7];
811 777
812 do 778 for (;;)
813 {
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 } 779 {
823 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
824 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
825 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 790
834 /* a quick and dirty bubblesort? */
835 do
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850
851 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
852 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
853 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
854 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
855 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
858 798
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 799 stats.exp = 0;
870 op->stats.ac = 0; 800 stats.ac = 0;
871 801
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
881} 814}
882 815
883void 816void
884Roll_Again (object *op) 817object::swap_stats (int a, int b)
885{ 818{
886 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
888 "[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);
889}
890 822
891void 823 stats.Str = contr->orig_stats.Str;
892Swap_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)
893{ 855{
894 signed char tmp;
895 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
896 857
897 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 862}
1012 863
1013/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1017 * not the class. 868 * not the class.
1018 */ 869 */
1019
1020int 870int
1021key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1022{ 872{
1023 int tmp_loop; 873 int tmp_loop;
1024 874
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1032 { 876 {
1033 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1034 878
1035 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
1037 881
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 883 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1041 885
1042 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1044 888
1045 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1046 890
1047 if (op->msg) 891 if (op->msg)
1048 op->msg = NULL; 892 op->msg = NULL;
1049 893
1050 /* 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
1051 * to save here. 895 * to save here.
1052 */ 896 */
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1054 make_path_to_file (buf); 898 make_path_to_file (buf);
1055 899
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 900 start_info (op);
1060 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1062 link_player_skills (op); 903 link_player_skills (op);
1063 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1064 fix_player (op); 905 op->update_stats ();
1065 906
1066 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1067 * is one for this race 908 * is one for this race
1068 */ 909 */
1069 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1070 { 911 {
1071 object *tmp; 912 object *tmp;
1072 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1073 914
1074 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);
1075 tmp = object::create (); 916 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1078 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1079 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;
1080 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1081 * default initial map */ 922 * default initial map */
1082 tmp->destroy (); 923 tmp->destroy ();
1083 } 924 }
1084 else 925 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 927
1088 return 0; 928 return 0;
1089 } 929 }
1090 930
1091 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1096 while (!tmp_loop) 936 while (!tmp_loop)
1097 { 937 {
1098 shstr name = op->name; 938 shstr name = op->name;
1099 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1100 940
1101 remove_statbonus (op); 941 op->remove_statbonus ();
1102 op->remove (); 942 op->remove ();
1103 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1104 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1105 op->instantiate (); 945 op->instantiate ();
1106 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1108 op->x = x; 948 op->x = x;
1109 op->y = y; 949 op->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1112 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1113 add_statbonus (op); 953 op->add_statbonus ();
1114 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1115 } 955 }
1116 956
1117 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1119 fix_player (op); 959 op->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1122 op->stats.grace = 0; 962 op->stats.grace = 0;
1123 963
1124 if (op->msg) 964 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126 966
1127 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");
1128 return 0; 968 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 969}
1179 970
1180void 971void
1181flee_player (object *op) 972flee_player (object *op)
1182{ 973{
1212 { 1003 {
1213 op->enemy = NULL; 1004 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1006 return;
1216 } 1007 }
1008
1217 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1218 1010
1219 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1221 { 1013 {
1222 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1223 1015
1224 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)))
1225 {
1226 return; 1017 return;
1227 }
1228 } 1018 }
1019
1229 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1022 op->enemy = NULL;
1232} 1023}
1233 1024
1239int 1030int
1240check_pick (object *op) 1031check_pick (object *op)
1241{ 1032{
1242 object *tmp, *next; 1033 object *tmp, *next;
1243 int stop = 0; 1034 int stop = 0;
1244 int j, k, wvratio; 1035 int wvratio;
1245 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1246 1037
1247 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1249 return 1; 1040 return 1;
1250 1041
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &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))));
1321 else 1112 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1117 }
1118
1355 /* philosophy: 1119 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1124 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1614 * found object is returned. 1378 * found object is returned.
1615 */ 1379 */
1616object * 1380object *
1617find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1618{ 1382{
1619 object *tmp = NULL; 1383 object *tmp = 0;
1620 1384
1621 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1622 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))
1623 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1625 return op; 1389 return op;
1390
1626 return tmp; 1391 return tmp;
1627} 1392}
1628 1393
1629/* 1394/*
1630 * 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
1631 * 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
1632 * 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
1633 * 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.
1634 */ 1399 */
1635
1636object * 1400object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1402{
1639 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1789 if (!dir) 1553 if (!dir)
1790 { 1554 {
1791 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!");
1792 return 0; 1556 return 0;
1793 } 1557 }
1558
1794 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1795 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1796 else 1561 else
1797 { 1562 {
1798 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1806 { 1571 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1573 return 0;
1809 } 1574 }
1810 } 1575 }
1576
1811 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1812 { 1578 {
1813 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);
1814 return 0; 1580 return 0;
1815 } 1581 }
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818 1584
1819 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1822 if (bowspeed < 1) 1589 if (bowspeed < 1)
1823 bowspeed = 1; 1590 bowspeed = 1;
1824 1591
1825 if (arrow == NULL) 1592 if (arrow == NULL)
1826 { 1593 {
1832 else 1599 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1834 return 0; 1601 return 0;
1835 } 1602 }
1836 } 1603 }
1604
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1607 return 0;
1841 } 1608
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1610 {
1844 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.");
1845 return 0; 1612 return 0;
1846 } 1613 }
1852 return 0; 1619 return 0;
1853 } 1620 }
1854 1621
1855 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1624 if (!arrow)
1858 { 1625 {
1859 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);
1860 return 0; 1627 return 0;
1861 } 1628 }
1629
1862 arrow->set_owner (op); 1630 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1632 arrow->direction = dir;
1866 arrow->x = sx;
1867 arrow->y = sy;
1868 1633
1869 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1870 { 1635 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op); 1637 op->update_stats ();
1873 } 1638 }
1874 1639
1875 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1881 1646
1882 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1883 * 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.
1884 */ 1649 */
1885 1650
1887 1652
1888 /* update the speed */ 1653 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 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;
1891 1656
1892 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1896 1659
1897 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1898 { 1661 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1909 } 1672 }
1910 1673
1911 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1912 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1913 1676
1914 if (bow->slaying != NULL) 1677 if (bow->slaying)
1915 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1916 1679
1917 arrow->map = m;
1918 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1682
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1923 1685
1924 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1687 move_arrow (arrow);
1926 1688
1927 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1953 } 1715 }
1954 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)
1955 { 1717 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1719 wcmod = -1;
1720
1958 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);
1959 } 1722 }
1960 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1961 { 1724 {
1962 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);
2032 1795
2033 if (item->arch) 1796 if (item->arch)
2034 { 1797 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2037 item->speed = 0; 1800 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1801 }
1802
2040 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1805 }
2043 } 1806 }
2044 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1808 drain_rod_charge (item);
2047 }
2048 } 1809 }
2049} 1810}
2050 1811
2051/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2052 */ 1813 */
2091 { 1852 {
2092 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2093 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.");
2094 return; 1855 return;
2095 } 1856 }
1857
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return; 1859 return;
2098 case range_builder: 1860 case range_builder:
2099 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2100 return; 1862 return;
2101 default: 1863 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return; 1865 return;
2104 } 1866 }
2105} 1867}
2106
2107
2108 1868
2109/* find_key 1869/* find_key
2110 * 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
2111 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1874 * pl is the player,
2115 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2118 */ 1878 */
2119
2120object * 1879object *
2121find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2122{ 1881{
2123 object *tmp, *key; 1882 object *tmp, *key;
2124 1883
2125 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1885 if (!container->inv)
2127 return NULL; 1886 return 0;
2128 1887
2129 /* 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 */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1890 {
2132 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1892 break;
2134 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2136 */ 1895 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1897 break;
2139 } 1898 }
1899
2140 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2141 /* 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.
2142 * 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
2143 * a key, return 1903 * a key, return
2144 */ 1904 */
2145 if (!tmp) 1905 if (!tmp)
2146 { 1906 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1908 {
2149 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1911 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2153 return key; 1913 return key;
2154 } 1914 }
2155 } 1915 }
1916
2156 if (!tmp) 1917 if (!tmp)
2157 return NULL; 1918 return NULL;
2158 } 1919 }
1920
2159 /* 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,
2160 * see if we actually want to use it 1922 * see if we actually want to use it
2161 */ 1923 */
2162 if (pl != container) 1924 if (pl != container)
2163 { 1925 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "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));
2186 return NULL; 1948 return NULL;
2187 } 1949 }
2188 } 1950 }
1951
2189 return tmp; 1952 return tmp;
2190} 1953}
2191 1954
2192/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1958 * 0 otherwise
2196 */ 1959 */
2197static int 1960static int
2198player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2199{ 1962{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2204 */ 1966 */
2205 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2212 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);
2213 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2214 make_visible (op); 1976 make_visible (op);
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2217 if (door->type == DOOR) 1980 if (door->type == DOOR)
2218 {
2219 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 */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2222 { 1983 {
2223 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));
2224 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1986 }
1987
2226 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2229 if (container != op) 1991 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2231 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2232 } 1995 }
2233 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2234 { 1997 {
2235 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 2000 return 1;
2238 } 2001 }
2002
2239 return 0; 2003 return 0;
2240} 2004}
2241 2005
2242/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2247 */ 2011 */
2248
2249void 2012void
2250move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2251{ 2014{
2252 object *tmp, *mon; 2015 object *tmp, *mon;
2253 sint16 nx, ny; 2016 sint16 nx, ny;
2255 maptile *m; 2018 maptile *m;
2256 2019
2257 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2259 2022
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2261 2024
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2270 */ 2033 */
2271 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))
2272 { 2035 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2037 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2276 if (!m) 2039 if (!m)
2277 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2278 } 2041 }
2279 else 2042 else
2280 m = op->map; 2043 m = op->map;
2281 2044
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2046 return;
2286 }
2287 2047
2288 mon = NULL; 2048 mon = 0;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2052 * on the space
2293 */ 2053 */
2294 while (tmp != NULL) 2054 while (tmp)
2295 { 2055 {
2296 if (tmp == op) 2056 if (tmp == op)
2297 { 2057 {
2298 tmp = tmp->above; 2058 tmp = tmp->above;
2299 continue; 2059 continue;
2309 mon = tmp; 2069 mon = tmp;
2310 2070
2311 tmp = tmp->above; 2071 tmp = tmp->above;
2312 } 2072 }
2313 2073
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2075 return; /* into a wall */
2316 2076
2317 if (mon->head != NULL) 2077 if (mon->head)
2318 mon = mon->head; 2078 mon = mon->head;
2319 2079
2320 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))
2321 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2322 return; 2082 return;
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2105 {
2346 /* 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 */
2347 if (op->contr->braced) 2107 if (op->contr->braced)
2348 return; 2108 return;
2109
2349 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);
2350 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2113 make_visible (op);
2114
2353 return; 2115 return;
2354 } 2116 }
2355 2117
2356 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2359 * attack them either. 2121 * attack them either.
2360 */ 2122 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2362 (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)) && (
2363#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2364 (op->contr->peaceful 2126 (op->contr->peaceful
2365 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2366 && mon->contr-> 2128 && mon->contr->
2367 peaceful)) && 2129 peaceful)) &&
2368#else 2130#else
2369 op->contr->peaceful && 2131 op->contr->peaceful &&
2370#endif 2132#endif
2371 !on_battleground)) 2133 !on_battleground))
2372 { 2134 {
2373 if (!op->contr->braced) 2135 if (!op->contr->braced)
2374 { 2136 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2377 } 2139 }
2378 else 2140 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2142
2382 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2144 make_visible (op);
2384 } 2145 }
2385 2146
2386 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2397 * 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
2398 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2399 * 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
2400 * 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.
2401 */ 2162 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((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)))
2405 { 2165 {
2406 2166
2407 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2415 2175
2416 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 */
2417 } 2177 }
2418 2178
2419 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2420 2180
2421 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2184 * the wiz.
2426 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))
2427 { 2187 {
2428 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2429 2189
2430 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2433 } 2193 }
2194
2434 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2435 make_visible (op); 2196 make_visible (op);
2436 } 2197 }
2437 } /* if player should attack something */ 2198 } /* if player should attack something */
2438} 2199}
2440int 2201int
2441move_player (object *op, int dir) 2202move_player (object *op, int dir)
2442{ 2203{
2443 int pick; 2204 int pick;
2444 2205
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2207 return 0;
2447 2208
2448 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2450 { 2211 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2213 return 0;
2453 } 2214 }
2454 2215
2455 /* peterm: added following line */ 2216 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2219
2459 op->facing = dir; 2220 op->facing = dir;
2460 2221
2461 if (op->hide) 2222 if (op->hide)
2462 do_hidden_move (op); 2223 do_hidden_move (op);
2473 2234
2474 /* 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
2475 * server can handle repeat firing. 2236 * server can handle repeat firing.
2476 */ 2237 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2239 op->direction = dir;
2480 }
2481 else 2240 else
2482 {
2483 op->direction = 0; 2241 op->direction = 0;
2484 } 2242
2485 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2245 * for players.
2488 */ 2246 */
2489 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2498 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2499 */ 2257 */
2500int 2258int
2501handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2502{ 2260{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2262 {
2525 flee_player (op); 2263 flee_player (op);
2526 /* 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 */
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2541 2279
2542 /* 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
2543 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2282 * called, so we recheck it here.
2545 */ 2283 */
2546 HandleClient (op->contr->socket, op->contr); 2284 if (op->contr->ns->handle_command ())
2285 return 1;
2286
2547 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2548 return 0; 2288 {
2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2290 {
2552 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2292 op->speed_left--;
2554 2293
2555 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2556 * 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
2557 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2558 */ 2297 */
2559 move_player (op, op->direction); 2298 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2299
2561 return 1; 2300 return op->speed_left > 0;
2562 else 2301 }
2563 return 0;
2564 } 2302 }
2303
2565 return 0; 2304 return 0;
2566} 2305}
2567 2306
2568int 2307int
2569save_life (object *op) 2308save_life (object *op)
2570{ 2309{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2310 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2311 return 0;
2575 2312
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2313 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2315 {
2579 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);
2580 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));
2581 2318
2589 op->stats.hp = op->stats.maxhp; 2326 op->stats.hp = op->stats.maxhp;
2590 2327
2591 if (op->stats.food < 0) 2328 if (op->stats.food < 0)
2592 op->stats.food = 999; 2329 op->stats.food = 999;
2593 2330
2594 fix_player (op); 2331 op->update_stats ();
2595 return 1; 2332 return 1;
2596 } 2333 }
2334
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2336 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2337 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2338 return 0;
2601} 2339}
2606 * from. 2344 * from.
2607 */ 2345 */
2608void 2346void
2609remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2610{ 2348{
2611 object *next;
2612
2613 while (op) 2349 while (op)
2614 { 2350 {
2615 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' */
2616 * we remove object 'op' 2352
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2354 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2355 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2356 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2357
2358 op->insert_at (env);
2626 } 2359 }
2627 else if (op->inv) 2360 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2361 remove_unpaid_objects (op->inv, env);
2362
2629 op = next; 2363 op = next;
2630 } 2364 }
2631} 2365}
2632
2633 2366
2634/* 2367/*
2635 * Returns pointer a static string containing gravestone text 2368 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2369 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2370 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2381 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2383 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2384 else
2652 sprintf (buf, "%s\n", &op->name); 2385 sprintf (buf, "%s\n", &op->name);
2386
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2388 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2389 if (op->type == PLAYER)
2656 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);
2657 else 2391 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2394 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2395 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2662 { 2397 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2398 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2399 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2400 strcat (buf2, buf);
2666 } 2401 }
2402
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2403 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2405 strcat (buf2, buf);
2406
2670 return buf2; 2407 return buf2;
2671} 2408}
2672
2673
2674 2409
2675void 2410void
2676do_some_living (object *op) 2411do_some_living (object *op)
2677{ 2412{
2678 int last_food = op->stats.food; 2413 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2419 int rate_grace = 2000;
2685 const int max_hp = 1; 2420 const int max_hp = 1;
2686 const int max_sp = 1; 2421 const int max_sp = 1;
2687 const int max_grace = 1; 2422 const int max_grace = 1;
2688 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
2689 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 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)
2693 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2694 }
2695 2447
2696 if (op->contr->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2697 { 2449 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2452 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2453 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2454 else
2704 { 2455 {
2705 gen_hp = op->stats.maxhp; 2456 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2457 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2458 }
2459
2708 if (op->contr->gen_sp >= 0) 2460 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2461 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2462 else
2711 { 2463 {
2712 gen_sp = op->stats.maxsp; 2464 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2465 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2466 }
2467
2715 if (op->contr->gen_grace >= 0) 2468 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2470 else
2718 { 2471 {
2719 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2735 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2490 op->stats.food = last_food;
2738 } 2491 }
2739 } 2492 }
2493
2740 if (max_sp > 1) 2494 if (max_sp > 1)
2741 { 2495 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2496 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2497 if (over_sp > 0)
2744 { 2498 {
2745 if (op->stats.sp < op->stats.maxsp) 2499 if (op->stats.sp < op->stats.maxsp)
2746 { 2500 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2748 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))
2749 op->stats.sp--; 2504 op->stats.sp--;
2505
2750 if (op->stats.sp > op->stats.maxsp) 2506 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2507 op->stats.sp = op->stats.maxsp;
2752 } 2508 }
2753 op->last_sp = 0; 2509 op->last_sp = 0;
2754 } 2510 }
2755 else 2511 else
2756 {
2757 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);
2758 }
2759 } 2513 }
2760 else 2514 else
2761 {
2762 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);
2763 }
2764 } 2516 }
2765 2517
2766 /* Regenerate Grace */ 2518 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2520 if (--op->last_grace < 0)
2769 { 2521 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2522 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2523 op->stats.grace++; /* no penalty in food for regaining grace */
2524
2772 if (max_grace > 1) 2525 if (max_grace > 1)
2773 { 2526 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2527 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2528 if (over_grace > 0)
2776 { 2529 {
2804 op->stats.food += op->contr->digestion; 2557 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2559 op->stats.food = last_food;
2807 } 2560 }
2808 } 2561 }
2562
2809 if (max_hp > 1) 2563 if (max_hp > 1)
2810 { 2564 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2566 if (over_hp > 0)
2813 { 2567 {
2837 2591
2838 if (op->contr->gen_hp > 0) 2592 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2594 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596
2842 /* dms do not consume food */ 2597 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2598 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2599 op->stats.food--;
2845 } 2600 }
2846 }
2847 2601
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2602 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2603 {
2850 object *tmp, *flesh = NULL; 2604 object *tmp, *flesh = 0;
2851 2605
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2606 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 { 2607 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2609 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2613 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2614 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2615 break;
2862 } 2616 }
2863 else if (tmp->type == FLESH) 2617 else if (tmp->type == FLESH)
2864 flesh = tmp; 2618 flesh = tmp;
2865 } /* End if paid for object */ 2619 } /* End if paid for object */
2866 } /* end of for loop */ 2620 } /* end of for loop */
2621
2867 /* 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
2868 * eat flesh instead. 2623 * eat flesh instead.
2869 */ 2624 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2626 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2628 manual_apply (op, flesh, 0);
2874 } 2629 }
2875 } /* end if player is starving */ 2630 }
2876 2631
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2632 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2633 op->stats.food++, op->stats.hp--;
2879 2634
2880 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))
2881 kill_player (op); 2636 kill_player (op);
2637 }
2882} 2638}
2883
2884
2885 2639
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2642 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2643 * file.
2919 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!");
2920 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...");
2921 2675
2922 /* restore player */ 2676 /* restore player */
2923 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2679 {
2927 tmp->destroy (); 2680 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2682 }
2930 2683
2931 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2686 {
2935 tmp->destroy (); 2687 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2689 }
2938 2690
2940 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2694 op->stats.food = 999;
2943 2695
2944 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2698 {
2948 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2700 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2704 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2708 }
2959 2709
2960 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2712 op->contr->braced = 0;
2967 2717
2968 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2969 2719
2970 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
2971 { 2721 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2722 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
2981 } 2724 }
2982 else 2725 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2726 sprintf (buf, "%s died.", &op->name);
2992 } 2727
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2729
2995 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
2996 x = op->x; 2731 x = op->x;
2997 y = op->y; 2732 y = op->y;
2998 map = op->map; 2733 map = op->map;
2999 2734
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2738 */
3007 2739
3008 /* Basically two ways to go - remove a stat permanently, or just 2740 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2741 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2742 * of death.
3011 */ 2743 */
3012#ifndef COZY_SERVER 2744#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2745 if (settings.balanced_stat_loss)
3014 { 2746 {
3015 /* If stat loss is permanent, lose one stat only. */ 2747 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2749 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2750 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2751 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2752 little bit harder. */
3021 /* GD */ 2753 /* GD */
3022 if (settings.stat_loss_on_death) 2754 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2755 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2756 else
3028 { 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758 }
2759 else
3029 num_stats_lose = 1; 2760 num_stats_lose = 1;
3030 } 2761
3031 lost_a_stat = 0; 2762 lost_a_stat = 0;
3032 2763
3033 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
3034 { 2765 {
3035 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
3036 2767
3037 if (settings.stat_loss_on_death) 2768 if (settings.stat_loss_on_death)
3038 { 2769 {
3039 /* 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
3040 * what he lost. 2771 * what he lost.
3041 */ 2772 */
3042 change_attr_value (&(op->stats), i, -1); 2773 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats)); 2774 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1); 2775 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats)); 2776 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 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);
3048 } 2791 }
3049 else 2792 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss)
3050 { 2794 {
3051 /* deplete a stat */ 2795 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2796 /* Get the stat that we're about to deplete. */
3053 object *dep; 2797 this_stat = get_attr_value (&(dep->stats), i);
3054 2798 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2799 {
3058 dep = arch_to_object (deparch); 2800 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2801 int keep_chance = this_stat * this_stat;
3060 } 2802
3061 lose_this_stat = 1; 2803 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 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)
3068 { 2809 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2810 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2811 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2812 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2813 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2814 else
3103 if (this_stat >= -50)
3104 { 2815 {
3105 change_attr_value (&(dep->stats), i, -1); 2816 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 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"); */
3110 } 2821 }
3111 } 2822 }
3112 } 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 }
3113 } 2842 }
2843 }
2844 }
3114 /* If no stat lost, tell the player. */ 2845 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2846 if (!lost_a_stat)
3116 { 2847 {
3117 /* determine_god() seems to not work sometimes... why is this? 2848 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2849 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2850 const char *god = determine_god (op);
3120 2851
3121 if (god && (strcmp (god, "none"))) 2852 if (god && (strcmp (god, "none")))
3122 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);
3123 else 2854 else
3124 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.");
3125 } 2856 }
3126#else 2857#else
3127 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.");
3128#endif 2859#endif
3129 2860
3130 /* Put a gravestone up where the character 'almost' died. List the 2861 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2862 * exp loss on the stone.
3132 */ 2863 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2864 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2865 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2866 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2867 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2868 tmp->name_pl = buf;
3138 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);
3139 tmp->msg = buf; 2870 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2871 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2872 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2873
3143 /**************************************/ 2874 /**************************************/
3144 /* */ 2875 /* */
3145 /* Subtract the experience points, */ 2876 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2877 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2878 /* food, and reset HP's... */
3148 /* */ 2879 /* */
3149 /**************************************/ 2880 /**************************************/
3150 2881
3151 /* remove any poisoning and confusion the character may be suffering. */ 2882 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2883 /* restore player */
3153 at = archetype::find ("poisoning"); 2884 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
3155 2886
3156 if (tmp) 2887 if (tmp)
3157 { 2888 {
3158 tmp->destroy (); 2889 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2891 }
3161 2892
3162 at = archetype::find ("confusion"); 2893 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2895 if (tmp)
3165 { 2896 {
3166 tmp->destroy (); 2897 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2899 }
3169 2900
3170 cure_disease (op, 0); /* remove any disease */ 2901 cure_disease (op, 0); /* remove any disease */
3171 2902
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2903 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2904 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2905 if (op->stats.food < 100)
3175 op->stats.food = 900; 2906 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2910
3180 /* 2911 /*
3181 * 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
3182 * the player has any unpaid items. If so, remove them and put them back 2913 * and put them back in the map.
3183 * in the map. 2914 */
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
3188 2916
3189 /****************************************/ 2917 /****************************************/
3190 /* */ 2918 /* */
3191 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3193 /* */ 2921 /* */
3194 /****************************************/ 2922 /****************************************/
3195 2923
3196 enter_player_savebed (op); 2924 enter_player_savebed (op);
3197 2925
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2926 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2927
3204 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2931 * on the space that might harm the player.
3208 */ 2932 */
3209 will_kill_again = 0; 2933 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2935 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2936 will_kill_again |= tmp->attacktype;
3213 2937
3214 if (will_kill_again) 2938 if (will_kill_again)
3215 { 2939 {
3216 object *force; 2940 object *force;
3217 int at; 2941 int at;
3218 2942
3219 force = get_archetype (FORCE_NAME); 2943 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2944 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2945 force->speed = 0.1;
3222 force->speed_left = -5.0; 2946 force->speed_left = -5.0;
3223 SET_FLAG (force, FLAG_APPLIED); 2947 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2948 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2949 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2950 force->resist[at] = 100;
3227 2951
3228 insert_ob_in_ob (force, op); 2952 insert_ob_in_ob (force, op);
3229 fix_player (op); 2953 op->update_stats ();
3230 2954
3231 } 2955 }
3232 2956
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2957 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2958}
3302
3303 2959
3304void 2960void
3305loot_object (object *op) 2961loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3308 2964
3309 if (op->container) 2965 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2966
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3315 { 2968 {
3316 next = tmp->below; 2969 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2970
2971 if (tmp->invisible)
3318 continue; 2972 continue;
2973
3319 tmp->remove (); 2974 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3321 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2979
3324 }
3325 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))))
3326 { 2981 {
3327 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3328 { 2983 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2985 tmp2->destroy ();
3341/* 2996/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3343 * 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
3344 * was changed. 2999 * was changed.
3345 */ 3000 */
3346
3347void 3001void
3348fix_weight (void) 3002fix_weight (void)
3349{ 3003{
3350 player *pl; 3004 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 3005 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 3007
3356 if (old == sum) 3008 if (old == sum)
3357 continue; 3009 continue;
3358 fix_player (pl->ob); 3010 pl->ob->update_stats ();
3359 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);
3360 } 3012 }
3361} 3013}
3362 3014
3363void 3015void
3364fix_luck (void) 3016fix_luck (void)
3365{ 3017{
3366 player *pl; 3018 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 3019 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 3020 pl->ob->change_luck (0);
3371} 3021}
3372
3373 3022
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3024 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3025 * just treat this as any other spell casting object.
3377 */ 3026 */
3378
3379void 3027void
3380cast_dust (object *op, object *throw_ob, int dir) 3028cast_dust (object *op, object *throw_ob, int dir)
3381{ 3029{
3382 object *skop, *spob; 3030 object *skop, *spob;
3383 3031
3417 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3418 { 3066 {
3419 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3421 } 3069 }
3070
3422 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3423} 3072}
3424 3073
3425int 3074int
3426is_true_undead (object *op) 3075is_true_undead (object *op)
3427{ 3076{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3078 return 1;
3432 3079
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3080 return 0;
3439} 3081}
3440 3082
3441/* look at the surrounding terrain to determine 3083/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3084 * the hideability of this object. Positive levels
3498 3140
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3142
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3505 { 3146 {
3506 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!");
3507 make_visible (op); 3148 make_visible (op);
3508 return; 3149 return;
3509 } 3150 }
3510 else 3151 else
3511 num += 20; 3152 num += 20;
3512 } 3153
3513 num += op->map->difficulty; 3154 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3156 num -= hide;
3157
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3159 {
3518 make_visible (op); 3160 make_visible (op);
3519 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3520 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!");
3521 } 3163 }
3522 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3166}
3527 3167
3528/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3529 3169
3530int 3170int
3557 if (mflags & P_OUT_OF_MAP) 3197 if (mflags & P_OUT_OF_MAP)
3558 continue; 3198 continue;
3559 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)))
3560 continue; 3200 continue;
3561 3201
3562 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)
3563 { 3203 {
3564 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))
3565 return 1; 3205 return 1;
3566 else if (tmp->type == PLAYER) 3206 else if (tmp->type == PLAYER)
3567 { 3207 {
3597 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3598 { 3238 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3240 return -1;
3601 } 3241 }
3242
3602 if (!pl || !op) 3243 if (!pl || !op)
3603 return 0; 3244 return 0;
3604 3245
3605 if (op->head)
3606 {
3607 op = op->head; 3246 op = op->head_ ();
3608 } 3247
3609 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3610 3249
3611 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3251 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3621 3260
3622 /* only the viewable area the player sees is updated by LOS 3261 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3263 * for any meaningful values.
3625 */ 3264 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3268 return 1;
3630 op = op->more; 3269 op = op->more;
3631 } 3270 }
3632 return 0; 3271 return 0;
3633} 3272}
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3370 int i = 0, j = 0;
3732 3371
3733 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3742 3381
3743 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3744 return; 3383 return;
3745 3384
3746 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++);
3747 3386
3748 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3749 { 3388 {
3750 /* 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]); */
3751 return; 3390 return;
3752 } 3391 }
3753 3392
3819 { 3458 {
3820 /* forces in the treasurelist can alter the player's stats */ 3459 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3460 object *skin;
3822 3461
3823 /* first get the dragon skin force */ 3462 /* first get the dragon skin force */
3463 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 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
3825 if (skin == NULL) 3467 if (!skin)
3826 return; 3468 return;
3827 3469
3828 /* adding new spellpath attunements */ 3470 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3471 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3472 {
3875 * not readied. 3517 * not readied.
3876 */ 3518 */
3877void 3519void
3878player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3879{ 3521{
3880 rangetype i;
3881
3882 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))
3883 {
3884 if (pl->ranges[i] == ob) 3523 if (pl->ranges[i] == ob)
3885 { 3524 {
3886 pl->ranges[i] = NULL; 3525 pl->ranges[i] = 0;
3887 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3890 }
3891 } 3528 }
3892 }
3893} 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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