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Comparing deliantra/server/server/player.C (file contents):
Revision 1.25 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
177 size += strlen (buf); 144 size += strlen (buf);
178 } 145 }
179 } 146 }
180 147
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184}
185
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 151}
310 152
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 4;
324 outputs_count = 4;
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
321/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
323 * mode. 361 * mode.
324 */ 362 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 363player *
364player::create ()
365{
366 player *pl = new player;
330 367
331 p = get_player (NULL); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 369
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 370 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 371 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 372 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 373
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 374 set_first_map (pl->ob);
343 375
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 376 return pl;
351} 377}
352 378
353/* 379/*
354 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
364 { 390 {
365 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
366 at = first_archetype; 392 at = first_archetype;
367 else 393 else
368 at = at->next; 394 at = at->next;
395
369 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
370 return at; 397 return at;
398
371 if (at == start) 399 if (at == start)
372 { 400 {
373 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 402 exit (-1);
375 } 403 }
376 } 404 }
377} 405}
378 406
379
380object * 407object *
381get_nearest_player (object *mon) 408get_nearest_player (object *mon)
382{ 409{
383 object *op = NULL; 410 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 411 objectlink *ol;
386 unsigned lastdist; 412 unsigned lastdist;
387 rv_vector rv; 413 rv_vector rv;
388 414
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 416 {
391 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 424 object *tmp = ol->ob;
399 425
400 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 427 * itself will have been cleared.
402 */ 428 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
404 ol = ol->next; 431 ol = ol->next;
405 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
406 if (!ol) 433 if (!ol)
407 return op; 434 return op;
408 } 435 }
421 { 448 {
422 op = ol->ob; 449 op = ol->ob;
423 lastdist = rv.distance; 450 lastdist = rv.distance;
424 } 451 }
425 } 452 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 453
427 { 454 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
432 { 457 {
433 op = pl->ob; 458 op = pl->ob;
434 lastdist = rv.distance; 459 lastdist = rv.distance;
435 } 460 }
436 } 461
437 }
438#if 0 462#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 464#endif
441 return op; 465 return op;
442} 466}
460 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 486 * is probably not a good thing.
463 */ 487 */
464#define MAX_SPACES 50 488#define MAX_SPACES 50
465
466 489
467/* 490/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
501 x = mon->x; 524 x = mon->x;
502 y = mon->y; 525 y = mon->y;
503 m = mon->map; 526 m = mon->map;
504 dir = rv.direction; 527 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
507 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 532 if (diff > max)
509 return 0; 533 return 0;
534
510 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
511 { 536 {
512 lastx = x; 537 lastx = x;
513 lasty = y; 538 lasty = y;
514 lastmap = m; 539 lastmap = m;
596 max--; 621 max--;
597 lastdir = dir; 622 lastdir = dir;
598 if (!firstdir) 623 if (!firstdir)
599 firstdir = dir; 624 firstdir = dir;
600 } 625 }
626
601 if (diff <= 1) 627 if (diff <= 1)
602 { 628 {
603 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 630 * headed toward player for entire distance.
605 */ 631 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 634 }
635
609 if (diff > max) 636 if (diff > max)
610 return 0; 637 return 0;
611 } 638 }
639
612 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
613 if (!max) 641 if (!max)
614 return 0; 642 return 0;
615 643
616 return firstdir; 644 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 675 {
648 remove_ob (op); 676 op->destroy ();
649 free_object (op);
650 continue; 677 continue;
651 } 678 }
652 } 679 }
653 680
654 /* This really needs to be better - we should really give 681 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 692 if (tmp->type == op->type && tmp->name == op->name)
666 break; 693 break;
667 694
668 if (tmp) 695 if (tmp)
669 { 696 {
670 remove_ob (op); 697 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 699 continue;
674 } 700 }
701
675 if (op->nrof > 1) 702 if (op->nrof > 1)
676 op->nrof = 1; 703 op->nrof = 1;
677 } 704 }
678 705
679 if (op->type == SPELLBOOK && op->inv) 706 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 720 }
694 if (op->type == SPELL) 721 if (op->type == SPELL)
695 { 722 {
696 remove_ob (op); 723 op->destroy ();
697 free_object (op);
698 continue; 724 continue;
699 } 725 }
700 else if (op->type == SKILL) 726 else if (op->type == SKILL)
701 { 727 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
712 link_player_skills (pl); 738 link_player_skills (pl);
713} 739}
714 740
715void 741void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
800{ 743{
801 if (party == NULL) 744 if (party == NULL)
802 { 745 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 747 return;
805 } 748 }
749
806 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 754}
811
812 755
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 757static int
815roll_stat (void) 758roll_stat (void)
816{ 759{
817 int a[4], i, j, k; 760 int a[4], i, j, k;
818 761
819 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
821 764
822 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 766 if (a[i] < k)
824 k = a[i], j = i; 767 k = a[i], j = i;
825 768
826 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 770 if (i != j)
829 k += a[i]; 771 k += a[i];
830 } 772
831 return k; 773 return k;
832} 774}
833 775
834void 776void
835roll_stats (object *op) 777object::roll_stats ()
836{ 778{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 779 int statsort [7];
840 780
841 do 781 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 782 {
852 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
853 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
854 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 793
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
887 801
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 802 stats.exp = 0;
899 op->stats.ac = 0; 803 stats.ac = 0;
900 804
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
909 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
910} 817}
911 818
912void 819void
913Roll_Again (object *op) 820object::swap_stats (int a, int b)
914{ 821{
915 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 825
920void 826 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
922{ 858{
923 signed char tmp;
924 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
925 860
926 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 865}
1041 866
1042/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1046 * not the class. 871 * not the class.
1047 */ 872 */
1048 873void
1049int 874player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 875{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1068 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1070 885
1071 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1072 887
1073 if (op->msg) 888 if (ob->msg)
1074 op->msg = NULL; 889 ob->msg = 0;
1075 890
1076 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1077 * to save here. 892 * to save here.
1078 */ 893 */
894 {
895 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1081 899
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 900 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 903 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1090 fix_player (op); 905 ob->update_stats ();
1091 906
1092 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1093 * is one for this race 908 * is one for this race
1094 */ 909 */
1095 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1096 { 911 {
1097 object *tmp; 912 object *tmp;
1098 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1099 914
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = get_object (); 916 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1107 * default initial map */ 922 * default initial map */
1108 free_object (tmp); 923 tmp->destroy ();
1109 } 924 }
1110 else 925 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 927}
1114 return 0;
1115 }
1116 928
929void
930player::chargen_race_next ()
931{
1117 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1119 */ 934 */
1120 935
1121 tmp_loop = 0; 936 do
1122 while (!tmp_loop)
1123 { 937 {
1124 shstr name = op->name; 938 shstr name = ob->name;
1125 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1126 940
1127 remove_statbonus (op); 941 ob->remove_statbonus ();
1128 remove_ob (op); 942 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1130 copy_object (&op->arch->clone, op); 944 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 945 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1134 op->x = x; 948 ob->x = x;
1135 op->y = y; 949 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 953 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 954 }
955 while (!allowed_class (ob));
1142 956
1143 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 959 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 962 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 963}
1205 964
1206void 965void
1207flee_player (object *op) 966flee_player (object *op)
1208{ 967{
1238 { 997 {
1239 op->enemy = NULL; 998 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1000 return;
1242 } 1001 }
1002
1243 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1244 1004
1245 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1247 { 1007 {
1248 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1249 1009
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1011 return;
1253 }
1254 } 1012 }
1013
1255 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1016 op->enemy = NULL;
1258} 1017}
1259 1018
1265int 1024int
1266check_pick (object *op) 1025check_pick (object *op)
1267{ 1026{
1268 object *tmp, *next; 1027 object *tmp, *next;
1269 int stop = 0; 1028 int stop = 0;
1270 int j, k, wvratio; 1029 int wvratio;
1271 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1272 1031
1273 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1275 return 1; 1034 return 1;
1276 1035
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1106 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1111 }
1112
1381 /* philosophy: 1113 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1118 * example.
1387 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1155 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1156 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1157 if (tmp->type == FOOD)
1426 { 1158 {
1427 pick_up (op, tmp); 1159 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1160 continue;
1431 } 1161 }
1162
1432 if (op->contr->mode & PU_DRINK) 1163 if (op->contr->mode & PU_DRINK)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434 { 1165 {
1435 pick_up (op, tmp); 1166 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1167 continue;
1439 } 1168 }
1440 1169
1441 if (op->contr->mode & PU_POTION) 1170 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1171 if (tmp->type == POTION)
1443 { 1172 {
1444 pick_up (op, tmp); 1173 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1174 continue;
1448 } 1175 }
1449 1176
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1177 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1178 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1179 if (tmp->type == SPELLBOOK)
1453 { 1180 {
1454 pick_up (op, tmp); 1181 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1182 continue;
1458 } 1183 }
1184
1459 if (op->contr->mode & PU_SKILLSCROLL) 1185 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1186 if (tmp->type == SKILLSCROLL)
1461 { 1187 {
1462 pick_up (op, tmp); 1188 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1189 continue;
1466 } 1190 }
1191
1467 if (op->contr->mode & PU_READABLES) 1192 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1194 {
1470 pick_up (op, tmp); 1195 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1196 continue;
1474 } 1197 }
1475 1198
1476 /* wands/staves/rods/horns */ 1199 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1202 {
1480 pick_up (op, tmp); 1203 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1204 continue;
1484 } 1205 }
1485 1206
1486 /* pick up all magical items */ 1207 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1208 if (op->contr->mode & PU_MAGICAL)
1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489 { 1210 {
1490 pick_up (op, tmp); 1211 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1212 continue;
1494 } 1213 }
1495 1214
1496 if (op->contr->mode & PU_VALUABLES) 1215 if (op->contr->mode & PU_VALUABLES)
1497 { 1216 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1217 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1218 {
1500 pick_up (op, tmp); 1219 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1220 continue;
1504 } 1221 }
1505 } 1222 }
1506 1223
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1224 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1225 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1226 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1227 {
1511 pick_up (op, tmp); 1228 pick_up (op, tmp);
1229 continue;
1512 if (0) 1230 }
1513 fprintf (stderr, "JEWELS\n"); 1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1514 continue; 1237 continue;
1515 } 1238 }
1516 1239
1517 /* bows and arrows. Bows are good for selling! */ 1240 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1241 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1242 if (tmp->type == BOW)
1520 { 1243 {
1521 pick_up (op, tmp); 1244 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1245 continue;
1525 } 1246 }
1247
1526 if (op->contr->mode & PU_ARROW) 1248 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1249 if (tmp->type == ARROW)
1528 { 1250 {
1529 pick_up (op, tmp); 1251 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1252 continue;
1533 } 1253 }
1534 1254
1535 /* all kinds of armor etc. */ 1255 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1256 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1257 if (tmp->type == ARMOUR)
1538 { 1258 {
1539 pick_up (op, tmp); 1259 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1260 continue;
1543 } 1261 }
1262
1544 if (op->contr->mode & PU_HELMET) 1263 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1264 if (tmp->type == HELMET)
1546 { 1265 {
1547 pick_up (op, tmp); 1266 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1267 continue;
1551 } 1268 }
1269
1552 if (op->contr->mode & PU_SHIELD) 1270 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1271 if (tmp->type == SHIELD)
1554 { 1272 {
1555 pick_up (op, tmp); 1273 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1274 continue;
1559 } 1275 }
1276
1560 if (op->contr->mode & PU_BOOTS) 1277 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1278 if (tmp->type == BOOTS)
1562 { 1279 {
1563 pick_up (op, tmp); 1280 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1281 continue;
1567 } 1282 }
1283
1568 if (op->contr->mode & PU_GLOVES) 1284 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1285 if (tmp->type == GLOVES)
1570 { 1286 {
1571 pick_up (op, tmp); 1287 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1288 continue;
1575 } 1289 }
1290
1576 if (op->contr->mode & PU_CLOAK) 1291 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1292 if (tmp->type == CLOAK)
1578 { 1293 {
1579 pick_up (op, tmp); 1294 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1295 continue;
1583 } 1296 }
1584 1297
1585 /* hoping to catch throwing daggers here */ 1298 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1299 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1301 {
1589 pick_up (op, tmp); 1302 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1303 continue;
1593 } 1304 }
1594 1305
1595 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1310 {
1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1313 {
1603 pick_up (op, tmp); 1314 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1315 continue;
1607 } 1316 }
1608 } 1317 }
1318
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1320 {
1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1612 { 1322 {
1613 pick_up (op, tmp); 1323 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1324 continue;
1617 } 1325 }
1618 } 1326 }
1619 } 1327 }
1620 1328
1621 /* misc stuff that's useful */ 1329 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1330 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1332 {
1625 pick_up (op, tmp); 1333 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1334 continue;
1629 } 1335 }
1630 1336
1631 /* any of the last 4 bits set means we use the ratio for value 1337 /* any of the last 4 bits set means we use the ratio for value
1632 * pickups */ 1338 * pickups */
1654 continue; 1360 continue;
1655 } 1361 }
1656 } 1362 }
1657 } /* the new pickup model */ 1363 } /* the new pickup model */
1658 } 1364 }
1365
1659 return !stop; 1366 return !stop;
1660} 1367}
1661 1368
1662/* 1369/*
1663 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1665 * found object is returned. 1372 * found object is returned.
1666 */ 1373 */
1667object * 1374object *
1668find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1669{ 1376{
1670 object *tmp = NULL; 1377 object *tmp = 0;
1671 1378
1672 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1673 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1674 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1675 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1676 return op; 1383 return op;
1384
1677 return tmp; 1385 return tmp;
1678} 1386}
1679 1387
1680/* 1388/*
1681 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1682 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1683 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1684 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1685 */ 1393 */
1686
1687object * 1394object *
1688find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1689{ 1396{
1690 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1691 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1840 if (!dir) 1547 if (!dir)
1841 { 1548 {
1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843 return 0; 1550 return 0;
1844 } 1551 }
1552
1845 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1846 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1847 else 1555 else
1848 { 1556 {
1849 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1857 { 1565 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1567 return 0;
1860 } 1568 }
1861 } 1569 }
1570
1862 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1863 { 1572 {
1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865 return 0; 1574 return 0;
1866 } 1575 }
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869 1578
1870 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1873 if (bowspeed < 1) 1583 if (bowspeed < 1)
1874 bowspeed = 1; 1584 bowspeed = 1;
1875 1585
1876 if (arrow == NULL) 1586 if (arrow == NULL)
1877 { 1587 {
1883 else 1593 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1885 return 0; 1595 return 0;
1886 } 1596 }
1887 } 1597 }
1598
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1601 return 0;
1892 } 1602
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1604 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896 return 0; 1606 return 0;
1897 } 1607 }
1898 1608
1899 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1610 if (arrow->nrof == 0)
1901 { 1611 {
1902 remove_ob (arrow); 1612 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1613 return 0;
1905 } 1614 }
1906 1615
1907 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1618 if (!arrow)
1910 { 1619 {
1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912 return 0; 1621 return 0;
1913 } 1622 }
1914 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1626 arrow->direction = dir;
1918 arrow->x = sx;
1919 arrow->y = sy;
1920 1627
1921 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1922 { 1629 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op); 1631 op->update_stats ();
1925 } 1632 }
1926 1633
1927 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1933 1640
1934 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper. 1642 * added to the damage. I think the strength bonus is more proper.
1936 */ 1643 */
1937 1644
1939 1646
1940 /* update the speed */ 1647 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943 1650
1944 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1948 1653
1949 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1950 { 1655 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1961 } 1666 }
1962 1667
1963 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1964 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1965 1670
1966 if (bow->slaying != NULL) 1671 if (bow->slaying)
1967 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1968 1673
1969 arrow->map = m;
1970 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1676
1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1974 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1975 1679
1976 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1681 move_arrow (arrow);
1978 1682
1979 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
2005 } 1709 }
2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 { 1711 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1713 wcmod = -1;
1714
2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011 } 1716 }
2012 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
2013 { 1718 {
2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2084 1789
2085 if (item->arch) 1790 if (item->arch)
2086 { 1791 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2089 item->speed = 0; 1794 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1795 }
1796
2092 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1799 }
2095 } 1800 }
2096 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1802 drain_rod_charge (item);
2099 }
2100 } 1803 }
2101} 1804}
2102 1805
2103/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2104 */ 1807 */
2127 case range_misc: 1830 case range_misc:
2128 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
2129 return; 1832 return;
2130 1833
2131 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count)
2133 {
2134 op->contr->ranges[range_golem] = NULL;
2135 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 }
2138 else
2139 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
2140 return; 1836 return;
2141 1837
2142 case range_skill: 1838 case range_skill:
2143 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
2144 { 1840 {
2145 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
2146 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
2147 return; 1844 return;
2148 } 1845 }
1846
2149 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
2150 return; 1848 return;
2151 case range_builder: 1849 case range_builder:
2152 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
2153 return; 1851 return;
2154 default: 1852 default:
2155 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2156 return; 1854 return;
2157 } 1855 }
2158} 1856}
2159
2160
2161 1857
2162/* find_key 1858/* find_key
2163 * We try to find a key for the door as passed. If we find a key 1859 * We try to find a key for the door as passed. If we find a key
2164 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
2165 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
2167 * pl is the player, 1863 * pl is the player,
2168 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
2169 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
2170 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
2171 */ 1867 */
2172
2173object * 1868object *
2174find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
2175{ 1870{
2176 object *tmp, *key; 1871 object *tmp, *key;
2177 1872
2178 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
2179 if (container->inv == NULL) 1874 if (!container->inv)
2180 return NULL; 1875 return 0;
2181 1876
2182 /* First, lets try to find a key in the top level inventory */ 1877 /* First, lets try to find a key in the top level inventory */
2183 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
2184 { 1879 {
2185 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
2186 break; 1881 break;
2187 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
2188 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
2189 */ 1884 */
2190 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2191 break; 1886 break;
2192 } 1887 }
1888
2193 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
2194 /* If we find and use a key in an inventory, return at that time. 1890 /* If we find and use a key in an inventory, return at that time.
2195 * otherwise, if we search all the inventories and still don't find 1891 * otherwise, if we search all the inventories and still don't find
2196 * a key, return 1892 * a key, return
2197 */ 1893 */
2198 if (!tmp) 1894 if (!tmp)
2199 { 1895 {
2200 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2201 { 1897 {
2202 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
2203 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
2204 { 1900 {
2205 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
2206 return key; 1902 return key;
2207 } 1903 }
2208 } 1904 }
1905
2209 if (!tmp) 1906 if (!tmp)
2210 return NULL; 1907 return NULL;
2211 } 1908 }
1909
2212 /* We get down here if we have found a key. Now if its in a container, 1910 /* We get down here if we have found a key. Now if its in a container,
2213 * see if we actually want to use it 1911 * see if we actually want to use it
2214 */ 1912 */
2215 if (pl != container) 1913 if (pl != container)
2216 { 1914 {
2237 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2238 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2239 return NULL; 1937 return NULL;
2240 } 1938 }
2241 } 1939 }
1940
2242 return tmp; 1941 return tmp;
2243} 1942}
2244 1943
2245/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2246 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2248 * 0 otherwise 1947 * 0 otherwise
2249 */ 1948 */
2250static int 1949static int
2251player_attack_door (object *op, object *door) 1950player_attack_door (object *op, object *door)
2252{ 1951{
2253
2254 /* If its a door, try to find a use a key. If we do destroy the door, 1952 /* If its a door, try to find a use a key. If we do destroy the door,
2255 * might as well return immediately as there is nothing more to do - 1953 * might as well return immediately as there is nothing more to do -
2256 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
2257 */ 1955 */
2258 object *key = find_key (op, op, door); 1956 object *key = find_key (op, op, door);
2265 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2266 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2267 make_visible (op); 1965 make_visible (op);
2268 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2269 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2270 if (door->type == DOOR) 1969 if (door->type == DOOR)
2271 {
2272 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2273 }
2274 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2275 { 1972 {
2276 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2277 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2278 } 1975 }
1976
2279 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2280 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2281 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2282 if (container != op) 1980 if (container != op)
2283 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2284 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2285 } 1984 }
2286 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2287 { 1986 {
2288 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2289 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2290 return 1; 1989 return 1;
2291 } 1990 }
1991
2292 return 0; 1992 return 0;
2293} 1993}
2294 1994
2295/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2296 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2300 */ 2000 */
2301
2302void 2001void
2303move_player_attack (object *op, int dir) 2002move_player_attack (object *op, int dir)
2304{ 2003{
2305 object *tmp, *mon; 2004 object *tmp, *mon;
2306 sint16 nx, ny; 2005 sint16 nx, ny;
2308 maptile *m; 2007 maptile *m;
2309 2008
2310 nx = freearr_x[dir] + op->x; 2009 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2010 ny = freearr_y[dir] + op->y;
2312 2011
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2314 2013
2315 /* If braced, or can't move to the square, and it is not out of the 2014 /* If braced, or can't move to the square, and it is not out of the
2316 * map, attack it. Note order of if statement is important - don't 2015 * map, attack it. Note order of if statement is important - don't
2317 * want to be calling move_ob if braced, because move_ob will move the 2016 * want to be calling move_ob if braced, because move_ob will move the
2318 * player. This is a pretty nasty hack, because if we could 2017 * player. This is a pretty nasty hack, because if we could
2323 */ 2022 */
2324 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2325 { 2024 {
2326 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2327 { 2026 {
2328 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2329 if (!m) 2028 if (!m)
2330 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2331 } 2030 }
2332 else 2031 else
2333 m = op->map; 2032 m = op->map;
2334 2033
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2336 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2338 return; 2035 return;
2339 }
2340 2036
2341 mon = NULL; 2037 mon = 0;
2342 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack. 2039 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters 2040 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2041 * on the space
2346 */ 2042 */
2347 while (tmp != NULL) 2043 while (tmp)
2348 { 2044 {
2349 if (tmp == op) 2045 if (tmp == op)
2350 { 2046 {
2351 tmp = tmp->above; 2047 tmp = tmp->above;
2352 continue; 2048 continue;
2353 } 2049 }
2050
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 { 2052 {
2356 mon = tmp; 2053 mon = tmp;
2357 break; 2054 break;
2358 } 2055 }
2056
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp; 2058 mon = tmp;
2059
2361 tmp = tmp->above; 2060 tmp = tmp->above;
2362 } 2061 }
2363 2062
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2063 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2064 return; /* into a wall */
2366 2065
2367 if (mon->head != NULL) 2066 if (mon->head)
2368 mon = mon->head; 2067 mon = mon->head;
2369 2068
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2371 if (player_attack_door (op, mon)) 2070 if (player_attack_door (op, mon))
2372 return; 2071 return;
2384 * player owns it and it is either friendly or unagressive. 2083 * player owns it and it is either friendly or unagressive.
2385 */ 2084 */
2386 if ((op->type == PLAYER) 2085 if ((op->type == PLAYER)
2387#if COZY_SERVER 2086#if COZY_SERVER
2388 && 2087 &&
2389 ((get_owner (mon) && get_owner (mon)->contr 2088 ((mon->owner && mon->owner->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2391#else 2090#else
2392 && get_owner (mon) == op 2091 && mon->owner == op
2393#endif 2092#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2094 {
2396 /* If we're braced, we don't want to switch places with it */ 2095 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced) 2096 if (op->contr->braced)
2398 return; 2097 return;
2098
2399 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2400 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2401 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2402 make_visible (op); 2102 make_visible (op);
2103
2403 return; 2104 return;
2404 } 2105 }
2405 2106
2406 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2407 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2409 * attack them either. 2110 * attack them either.
2410 */ 2111 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2413#ifdef PROHIBIT_PLAYERKILL 2114#ifdef PROHIBIT_PLAYERKILL
2414 (op->contr->peaceful 2115 (op->contr->peaceful
2415 || (mon->type == PLAYER 2116 || (mon->type == PLAYER
2416 && mon->contr-> 2117 && mon->contr->
2417 peaceful)) && 2118 peaceful)) &&
2418#else 2119#else
2419 op->contr->peaceful && 2120 op->contr->peaceful &&
2420#endif 2121#endif
2421 !on_battleground)) 2122 !on_battleground))
2422 { 2123 {
2423 if (!op->contr->braced) 2124 if (!op->contr->braced)
2424 { 2125 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2426 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2427 } 2128 }
2428 else 2129 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2131
2432 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2133 make_visible (op);
2434 } 2134 }
2435 2135
2436 /* If the object is a boulder or other rollable object, then 2136 /* If the object is a boulder or other rollable object, then
2447 * Way it works is like this: First, it must have some hit points 2147 * Way it works is like this: First, it must have some hit points
2448 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2449 * 1) Not a player, 2) A player, but of a different party. Note 2149 * 1) Not a player, 2) A player, but of a different party. Note
2450 * that party_number -1 is no party, so attacks can still happen. 2150 * that party_number -1 is no party, so attacks can still happen.
2451 */ 2151 */
2452
2453 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2454 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2455 { 2154 {
2456 2155
2457 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2465 2164
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 } 2166 }
2468 2167
2469 skill_attack (mon, op, 0, NULL, NULL); 2168 skill_attack (mon, op, 0, 0, 0);
2470 2169
2471 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2474 * the wiz. 2173 * the wiz.
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 { 2176 {
2478 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2479 2178
2480 mon->contr->has_hit = 1; 2179 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL); 2180 skill_attack (op, mon, 0, 0, 0);
2482 mon->stats.luck = luck; 2181 mon->stats.luck = luck;
2483 } 2182 }
2183
2484 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2485 make_visible (op); 2185 make_visible (op);
2486 } 2186 }
2487 } /* if player should attack something */ 2187 } /* if player should attack something */
2488} 2188}
2490int 2190int
2491move_player (object *op, int dir) 2191move_player (object *op, int dir)
2492{ 2192{
2493 int pick; 2193 int pick;
2494 2194
2495 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2496 return 0; 2196 return 0;
2497 2197
2498 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2499 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2500 { 2200 {
2501 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2502 return 0; 2202 return 0;
2503 } 2203 }
2504 2204
2505 /* peterm: added following line */ 2205 /* peterm: added following line */
2506 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2507 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2508 2208
2509 op->facing = dir; 2209 op->facing = dir;
2510 2210
2511 if (op->hide) 2211 if (op->hide)
2512 do_hidden_move (op); 2212 do_hidden_move (op);
2523 2223
2524 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing. 2225 * server can handle repeat firing.
2526 */ 2226 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2228 op->direction = dir;
2530 }
2531 else 2229 else
2532 {
2533 op->direction = 0; 2230 op->direction = 0;
2534 } 2231
2535 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2234 * for players.
2538 */ 2235 */
2539 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2548 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2549 */ 2246 */
2550int 2247int
2551handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2552{ 2249{
2553 if (op->contr->hidden)
2554 {
2555 op->invisible = 1000;
2556 /* the socket code flashes the player visible/invisible
2557 * depending on the value of invisible, so we need to
2558 * alternate it here for it to work correctly.
2559 */
2560 if (pticks & 2)
2561 op->invisible--;
2562 }
2563 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2564 {
2565 op->invisible--;
2566 if (!op->invisible)
2567 {
2568 make_visible (op);
2569 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2570 }
2571 }
2572
2573 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2574 { 2251 {
2575 flee_player (op); 2252 flee_player (op);
2576 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2577 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2578 { 2255 {
2579 op->speed_left--; 2256 op->speed_left--;
2580 return 0; 2257 return 0;
2581 } 2258 }
2582 }
2583
2584 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer.
2588 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)))
2591 {
2592 op->contr->ranges[range_golem] = NULL;
2593 op->contr->golem_count = 0;
2594 } 2259 }
2595 2260
2596 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2597 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2263 * called, so we recheck it here.
2599 */ 2264 */
2600 HandleClient (&op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2266 return 1;
2267
2601 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2602 return 0; 2269 {
2603
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 { 2271 {
2606 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2607 op->speed_left--; 2273 op->speed_left--;
2608 2274
2609 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2610 * of it. Also, some of the skill stuff is only put in 2276 * of it. Also, some of the skill stuff is only put in
2611 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2612 */ 2278 */
2613 move_player (op, op->direction); 2279 move_player (op, op->direction);
2614 if (op->speed_left > 0) 2280
2615 return 1; 2281 return op->speed_left > 0;
2616 else 2282 }
2617 return 0;
2618 } 2283 }
2284
2619 return 0; 2285 return 0;
2620} 2286}
2621 2287
2622int 2288int
2623save_life (object *op) 2289save_life (object *op)
2624{ 2290{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2292 return 0;
2629 2293
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2296 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299
2635 if (op->contr) 2300 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2301 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2302
2638 free_object (tmp); 2303 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2304 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305
2640 if (op->stats.hp < 0) 2306 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2308
2642 if (op->stats.food < 0) 2309 if (op->stats.food < 0)
2643 op->stats.food = 999; 2310 op->stats.food = 999;
2644 fix_player (op); 2311
2312 op->update_stats ();
2645 return 1; 2313 return 1;
2646 } 2314 }
2315
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2319 return 0;
2651} 2320}
2656 * from. 2325 * from.
2657 */ 2326 */
2658void 2327void
2659remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2660{ 2329{
2661 object *next;
2662
2663 while (op) 2330 while (op)
2664 { 2331 {
2665 next = op->below; /* Make sure we have a good value, in case 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2666 * we remove object 'op' 2333
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2335 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2676 } 2340 }
2677 else if (op->inv) 2341 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2679 op = next; 2344 op = next;
2680 } 2345 }
2681} 2346}
2682
2683 2347
2684/* 2348/*
2685 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2365 else
2702 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2369 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2706 sprintf (buf, "who was in level %d when killed\n", op->level); 2371 sprintf (buf, "who was in level %d when killed\n", op->level);
2707 else 2372 else
2708 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2376 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2712 { 2378 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2381 strcat (buf2, buf);
2716 } 2382 }
2383
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2720 return buf2; 2388 return buf2;
2721} 2389}
2722
2723
2724 2390
2725void 2391void
2726do_some_living (object *op) 2392do_some_living (object *op)
2727{ 2393{
2728 int last_food = op->stats.food; 2394 int last_food = op->stats.food;
2734 int rate_grace = 2000; 2400 int rate_grace = 2000;
2735 const int max_hp = 1; 2401 const int max_hp = 1;
2736 const int max_sp = 1; 2402 const int max_sp = 1;
2737 const int max_grace = 1; 2403 const int max_grace = 1;
2738 2404
2739 if (op->contr->outputs_sync) 2405 if (op->contr->hidden)
2740 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2406 {
2407 op->invisible = 1000;
2408 /* the socket code flashes the player visible/invisible
2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2414 }
2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2416 {
2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2422 }
2745 2423
2746 if (op->contr->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2747 { 2425 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2428 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2430 else
2754 { 2431 {
2755 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2434 }
2435
2758 if (op->contr->gen_sp >= 0) 2436 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2438 else
2761 { 2439 {
2762 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2442 }
2443
2765 if (op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2446 else
2768 { 2447 {
2769 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2770 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2771 } 2450 }
2772 2451
2773 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2774 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2775 { 2454 {
2776 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2777 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2778 { 2457 {
2779 op->stats.sp++; 2458 op->stats.sp++;
2785 op->stats.food += op->contr->digestion; 2464 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2465 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food; 2466 op->stats.food = last_food;
2788 } 2467 }
2789 } 2468 }
2469
2790 if (max_sp > 1) 2470 if (max_sp > 1)
2791 { 2471 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2472 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2473 if (over_sp > 0)
2794 { 2474 {
2795 if (op->stats.sp < op->stats.maxsp) 2475 if (op->stats.sp < op->stats.maxsp)
2796 { 2476 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2479 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--; 2480 op->stats.sp--;
2481
2800 if (op->stats.sp > op->stats.maxsp) 2482 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2483 op->stats.sp = op->stats.maxsp;
2802 } 2484 }
2803 op->last_sp = 0; 2485 op->last_sp = 0;
2804 } 2486 }
2805 else 2487 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 } 2489 }
2810 else 2490 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 } 2492 }
2815 2493
2816 /* Regenerate Grace */ 2494 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0) 2496 if (--op->last_grace < 0)
2819 { 2497 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2498 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2822 if (max_grace > 1) 2501 if (max_grace > 1)
2823 { 2502 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2504 if (over_grace > 0)
2826 { 2505 {
2854 op->stats.food += op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856 op->stats.food = last_food; 2535 op->stats.food = last_food;
2857 } 2536 }
2858 } 2537 }
2538
2859 if (max_hp > 1) 2539 if (max_hp > 1)
2860 { 2540 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2542 if (over_hp > 0)
2863 { 2543 {
2887 2567
2888 if (op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2890 else 2570 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2892 /* dms do not consume food */ 2573 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2575 op->stats.food--;
2895 } 2576 }
2896 }
2897 2577
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2579 {
2900 object *tmp, *flesh = NULL; 2580 object *tmp, *flesh = 0;
2901 2581
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 { 2583 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 { 2585 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2909 manual_apply (op, tmp, 0); 2589 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2591 break;
2912 } 2592 }
2913 else if (tmp->type == FLESH) 2593 else if (tmp->type == FLESH)
2914 flesh = tmp; 2594 flesh = tmp;
2915 } /* End if paid for object */ 2595 } /* End if paid for object */
2916 } /* end of for loop */ 2596 } /* end of for loop */
2597
2917 /* If player is still starving, it means they don't have any food, so 2598 /* If player is still starving, it means they don't have any food, so
2918 * eat flesh instead. 2599 * eat flesh instead.
2919 */ 2600 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2602 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, flesh, 0); 2604 manual_apply (op, flesh, 0);
2924 } 2605 }
2925 } /* end if player is starving */ 2606 }
2926 2607
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2929 2610
2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2931 kill_player (op); 2612 kill_player (op);
2613 }
2932} 2614}
2933
2934
2935 2615
2936/* If the player should die (lack of hp, food, etc), we call this. 2616/* If the player should die (lack of hp, food, etc), we call this.
2937 * op is the player in jeopardy. If the player can not be saved (not 2617 * op is the player in jeopardy. If the player can not be saved (not
2938 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2619 * file.
2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971 2651
2972 /* restore player */ 2652 /* restore player */
2973 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2655 {
2977 remove_ob (tmp); 2656 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2658 }
2981 2659
2982 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2662 {
2986 remove_ob (tmp); 2663 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2665 }
2990 2666
2991 cure_disease (op, 0); /* remove any disease */ 2667 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2670 op->stats.food = 999;
2995 2671
2996 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2674 {
3000 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2676 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
3003 " the %s, when he was defeated at\n level %d by %s.\n", 2678 " the %s, when he was defeated at\n level %d by %s.\n",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2680 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
3008 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2684 }
3011 2685
3012 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2688 op->contr->braced = 0;
3019 2693
3020 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
3021 2695
3022 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
3023 { 2697 {
3024 if (op->contr->explore)
3025 {
3026 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3027 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3028 op->stats.food = 999;
3029 return;
3030 }
3031 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
3032 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
3033 } 2700 }
3034 else 2701 else
3035 {
3036 if (op->contr->explore)
3037 {
3038 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3039 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3040 op->stats.hp = op->stats.maxhp;
3041 return;
3042 }
3043 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
3044 } 2703
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2705
3047 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
3048 x = op->x; 2707 x = op->x;
3049 y = op->y; 2708 y = op->y;
3050 map = op->map; 2709 map = op->map;
3051 2710
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * life if they are dead - it takes some exp and a random stat. 2712 * life if they are dead - it takes some exp and a random stat.
3057 * See the config.h file for a little more in depth detail about this. 2713 * See the config.h file for a little more in depth detail about this.
3058 */ 2714 */
3059 2715
3060 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2718 * of death.
3063 */ 2719 */
3064#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2721 if (settings.balanced_stat_loss)
3066 { 2722 {
3067 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
3068 /* Lower level chars don't lose as many stats because they suffer 2724 /* Lower level chars don't lose as many stats because they suffer
3069 more if they do. */ 2725 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2728 little bit harder. */
3073 /* GD */ 2729 /* GD */
3074 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2731 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2732 else
3080 { 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
3081 num_stats_lose = 1; 2736 num_stats_lose = 1;
3082 } 2737
3083 lost_a_stat = 0; 2738 lost_a_stat = 0;
3084 2739
3085 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
3086 { 2741 {
3087 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
3088 2743
3089 if (settings.stat_loss_on_death) 2744 if (settings.stat_loss_on_death)
3090 { 2745 {
3091 /* Pick a random stat and take a point off it. Tell the player 2746 /* Pick a random stat and take a point off it. Tell the player
3092 * what he lost. 2747 * what he lost.
3093 */ 2748 */
3094 change_attr_value (&(op->stats), i, -1); 2749 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats)); 2750 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1; 2754 lost_a_stat = 1;
2755 }
2756 else
2757 {
2758 /* deplete a stat */
2759 archetype *deparch = archetype::find ("depletion");
2760 object *dep;
2761
2762 dep = present_arch_in_ob (deparch, op);
2763 if (!dep)
2764 {
2765 dep = arch_to_object (deparch);
2766 insert_ob_in_ob (dep, op);
3100 } 2767 }
3101 else 2768 lose_this_stat = 1;
2769 if (settings.balanced_stat_loss)
3102 { 2770 {
3103 /* deplete a stat */ 2771 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2772 /* Get the stat that we're about to deplete. */
3105 object *dep; 2773 this_stat = get_attr_value (&(dep->stats), i);
3106 2774 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2775 {
3110 dep = arch_to_object (deparch); 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2777 int keep_chance = this_stat * this_stat;
3112 } 2778
3113 lose_this_stat = 1; 2779 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 2780 if (keep_chance < 1)
2781 keep_chance = 1;
2782
2783 /* There is a maximum depletion total per level. */
2784 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3120 { 2785 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2786 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2788 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2789 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2790 else
3155 if (this_stat >= -50)
3156 { 2791 {
3157 change_attr_value (&(dep->stats), i, -1); 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 2793 lose_this_stat = 0;
2794 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2795 this_stat, keep_chance, loss_chance,
2796 lose_this_stat?"LOSE":"KEEP"); */
3162 } 2797 }
3163 } 2798 }
3164 } 2799 }
2800
2801 if (lose_this_stat)
2802 {
2803 this_stat = get_attr_value (&(dep->stats), i);
2804 /* We could try to do something clever like find another
2805 * stat to reduce if this fails. But chances are, if
2806 * stats have been depleted to -50, all are pretty low
2807 * and should be roughly the same, so it shouldn't make a
2808 * difference.
2809 */
2810 if (this_stat >= -50)
2811 {
2812 change_attr_value (&(dep->stats), i, -1);
2813 SET_FLAG (dep, FLAG_APPLIED);
2814 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2815 op->update_stats ();
2816 lost_a_stat = 1;
2817 }
3165 } 2818 }
2819 }
2820 }
3166 /* If no stat lost, tell the player. */ 2821 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2822 if (!lost_a_stat)
3168 { 2823 {
3169 /* determine_god() seems to not work sometimes... why is this? 2824 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2825 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2826 const char *god = determine_god (op);
3172 2827
3173 if (god && (strcmp (god, "none"))) 2828 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2830 else
3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3177 } 2832 }
2833#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3178#endif 2835#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2836
3181 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2838 * exp loss on the stone.
3183 */ 2839 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2841 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2842 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2843 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2844 tmp->name_pl = buf;
3189 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); 2845 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);
3190 tmp->msg = buf; 2846 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2847 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2849
3194 /**************************************/ 2850 /**************************************/
3195 /* */ 2851 /* */
3196 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
3199 /* */ 2855 /* */
3200
3201 /**************************************/ 2856 /**************************************/
3202 2857
3203 /* remove any poisoning and confusion the character may be suffering. */ 2858 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2859 /* restore player */
3205 at = archetype::find ("poisoning"); 2860 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
2862
3207 if (tmp) 2863 if (tmp)
3208 { 2864 {
3209 remove_ob (tmp); 2865 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2867 }
3213 2868
3214 at = archetype::find ("confusion"); 2869 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2870 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2871 if (tmp)
3217 { 2872 {
3218 remove_ob (tmp); 2873 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2875 }
2876
3222 cure_disease (op, 0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
3223 2878
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2880 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2881 if (op->stats.food < 100)
3227 op->stats.food = 900; 2882 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2886
3232 /* 2887 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if 2888 * Check to see if the player has any unpaid items. If so, remove them
3234 * the player has any unpaid items. If so, remove them and put them back 2889 * and put them back in the map.
3235 * in the map. 2890 */
3236 */
3237
3238 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
3240 2892
3241 /****************************************/ 2893 /****************************************/
3242 /* */ 2894 /* */
3243 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
3245 /* */ 2897 /* */
3246
3247 /****************************************/ 2898 /****************************************/
3248 2899
3249 enter_player_savebed (op); 2900 enter_player_savebed (op);
3250 2901
3251 /* Save the player before inserting the force to reduce
3252 * chance of abuse.
3253 */
3254 op->contr->braced = 0; 2902 op->contr->braced = 0;
3255 save_player (op, 1);
3256 2903
3257 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 2907 * on the space that might harm the player.
3261 */ 2908 */
3262 will_kill_again = 0; 2909 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
3267 } 2913
3268 if (will_kill_again) 2914 if (will_kill_again)
3269 { 2915 {
3270 object *force; 2916 object *force;
3271 int at; 2917 int at;
3272 2918
3273 force = get_archetype (FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 2921 force->speed = 0.1;
3276 force->speed_left = -5.0; 2922 force->speed_left = -5.0;
3277 SET_FLAG (force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 2924 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 2926 force->resist[at] = 100;
3282 } 2927
3283 insert_ob_in_ob (force, op); 2928 insert_ob_in_ob (force, op);
3284 fix_player (op); 2929 op->update_stats ();
3285 2930
3286 } 2931 }
3287 2932
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 2934}
3357
3358 2935
3359void 2936void
3360loot_object (object *op) 2937loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3363 2940
3364 if (op->container) 2941 op->close_container (); /* close open sack first */
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container);
3367 }
3368 2942
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3370 { 2944 {
3371 next = tmp->below; 2945 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 2946
2947 if (tmp->invisible)
3373 continue; 2948 continue;
3374 remove_ob (tmp); 2949
2950 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3376 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3378 loot_object (tmp); 2955
3379 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3381 { 2957 {
3382 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3383 { 2959 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 2961 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 2962 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 2963 }
3388 else 2964 else
3389 free_object (tmp); 2965 tmp->destroy ();
3390 } 2966 }
3391 else 2967 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2969 }
3394} 2970}
3396/* 2972/*
3397 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3398 * what needs to be fixed. Refresh windows and fix speed if anything 2974 * what needs to be fixed. Refresh windows and fix speed if anything
3399 * was changed. 2975 * was changed.
3400 */ 2976 */
3401
3402void 2977void
3403fix_weight (void) 2978fix_weight (void)
3404{ 2979{
3405 player *pl; 2980 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 2981 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 2983
3411 if (old == sum) 2984 if (old == sum)
3412 continue; 2985 continue;
3413 fix_player (pl->ob); 2986 pl->ob->update_stats ();
3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3415 } 2988 }
3416} 2989}
3417 2990
3418void 2991void
3419fix_luck (void) 2992fix_luck (void)
3420{ 2993{
3421 player *pl; 2994 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 2996 pl->ob->change_luck (0);
3426} 2997}
3427
3428 2998
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3432 */ 3002 */
3433
3434void 3003void
3435cast_dust (object *op, object *throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3436{ 3005{
3437 object *skop, *spob; 3006 object *skop, *spob;
3438 3007
3459 if (op->type == PLAYER) 3028 if (op->type == PLAYER)
3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3029 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 3030
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3031 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3032
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3033 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3034}
3468 3035
3469void 3036void
3470make_visible (object *op) 3037make_visible (object *op)
3471{ 3038{
3474 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3475 { 3042 {
3476 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3477 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3478 } 3045 }
3046
3479 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3480} 3048}
3481 3049
3482int 3050int
3483is_true_undead (object *op) 3051is_true_undead (object *op)
3484{ 3052{
3485 object *tmp = NULL;
3486
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3054 return 1;
3489 3055
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3056 return 0;
3496} 3057}
3497 3058
3498/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3555 3116
3556 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3557 3118
3558 /* its *extremely* hard to run and sneak/hide at the same time! */ 3119 /* its *extremely* hard to run and sneak/hide at the same time! */
3559 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3560 {
3561 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3562 { 3122 {
3563 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3564 make_visible (op); 3124 make_visible (op);
3565 return; 3125 return;
3566 } 3126 }
3567 else 3127 else
3568 num += 20; 3128 num += 20;
3569 } 3129
3570 num += op->map->difficulty; 3130 num += op->map->difficulty;
3571 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3572 num -= hide; 3132 num -= hide;
3133
3573 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3574 { 3135 {
3575 make_visible (op); 3136 make_visible (op);
3576 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3577 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3578 } 3139 }
3579 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3580 {
3581 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3582 }
3583} 3142}
3584 3143
3585/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3586 3145
3587int 3146int
3614 if (mflags & P_OUT_OF_MAP) 3173 if (mflags & P_OUT_OF_MAP)
3615 continue; 3174 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3175 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue; 3176 continue;
3618 3177
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3178 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3620 { 3179 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3180 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1; 3181 return 1;
3623 else if (tmp->type == PLAYER) 3182 else if (tmp->type == PLAYER)
3624 { 3183 {
3654 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3655 { 3214 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3216 return -1;
3658 } 3217 }
3218
3659 if (!pl || !op) 3219 if (!pl || !op)
3660 return 0; 3220 return 0;
3661 3221
3662 if (op->head)
3663 {
3664 op = op->head; 3222 op = op->head_ ();
3665 } 3223
3666 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3667 3225
3668 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3227 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3678 3236
3679 /* only the viewable area the player sees is updated by LOS 3237 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values 3238 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values. 3239 * for any meaningful values.
3682 */ 3240 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3686 return 1; 3244 return 1;
3687 op = op->more; 3245 op = op->more;
3688 } 3246 }
3689 return 0; 3247 return 0;
3690} 3248}
3787 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3788 int i = 0, j = 0; 3346 int i = 0, j = 0;
3789 3347
3790 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3791 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3792 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3793 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3794 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3795 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3796 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3797 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3798 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3799 3357
3800 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3801 return; 3359 return;
3802 3360
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804 3362
3805 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3806 { 3364 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return; 3366 return;
3809 } 3367 }
3810 3368
3876 { 3434 {
3877 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3436 object *skin;
3879 3437
3880 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3441 ;
3442
3882 if (skin == NULL) 3443 if (!skin)
3883 return; 3444 return;
3884 3445
3885 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3448 {
3932 * not readied. 3493 * not readied.
3933 */ 3494 */
3934void 3495void
3935player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3936{ 3497{
3937 rangetype i;
3938
3939 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3940 {
3941 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3942 { 3500 {
3943 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3944 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3945 {
3946 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3947 }
3948 } 3504 }
3949 }
3950} 3505}
3506
3507sint8
3508player::visibility_at (maptile *map, int x, int y) const
3509{
3510 if (!ns)
3511 return 0;
3512
3513 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0;
3516
3517 x += dx - ns->current_x + ns->mapx / 2;
3518 y += dy - ns->current_y + ns->mapy / 2;
3519
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0;
3522
3523 return 100 - blocked_los [x][y];
3524}

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