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Comparing deliantra/server/server/player.C (file contents):
Revision 1.33 by root, Tue Dec 12 21:39:57 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#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
175 size += strlen (buf); 144 size += strlen (buf);
176 } 145 }
177 } 146 }
178 147
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 151}
308 152
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
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
319/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
321 * mode. 361 * mode.
322 */ 362 */
323
324int
325add_player (NewSocket * ns)
326{
327 player *p; 363player *
364player::create ()
365{
366 player *pl = new player;
328 367
329 p = get_player (NULL); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 369
333 if (p->socket.faces_sent == NULL) 370 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
335 373
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 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
351 return 0; 376 return pl;
352} 377}
353 378
354/* 379/*
355 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
356 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
365 { 390 {
366 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
367 at = first_archetype; 392 at = first_archetype;
368 else 393 else
369 at = at->next; 394 at = at->next;
395
370 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
371 return at; 397 return at;
398
372 if (at == start) 399 if (at == start)
373 { 400 {
374 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
375 exit (-1); 402 exit (-1);
376 } 403 }
377 } 404 }
378} 405}
379 406
380
381object * 407object *
382get_nearest_player (object *mon) 408get_nearest_player (object *mon)
383{ 409{
384 object *op = NULL; 410 object *op = NULL;
385 player *pl = NULL;
386 objectlink *ol; 411 objectlink *ol;
387 unsigned lastdist; 412 unsigned lastdist;
388 rv_vector rv; 413 rv_vector rv;
389 414
390 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
391 { 416 {
392 /* 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
393 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
394 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
395 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
399 object *tmp = ol->ob; 424 object *tmp = ol->ob;
400 425
401 /* 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
402 * itself will have been cleared. 427 * itself will have been cleared.
403 */ 428 */
404 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 ());
405 ol = ol->next; 431 ol = ol->next;
406 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
407 if (!ol) 433 if (!ol)
408 return op; 434 return op;
409 } 435 }
422 { 448 {
423 op = ol->ob; 449 op = ol->ob;
424 lastdist = rv.distance; 450 lastdist = rv.distance;
425 } 451 }
426 } 452 }
427 for (pl = first_player; pl != NULL; pl = pl->next) 453
428 { 454 for_all_players (pl)
429 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
430 {
431
432 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
433 { 457 {
434 op = pl->ob; 458 op = pl->ob;
435 lastdist = rv.distance; 459 lastdist = rv.distance;
436 } 460 }
437 } 461
438 }
439#if 0 462#if 0
440 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)");
441#endif 464#endif
442 return op; 465 return op;
443} 466}
461 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
462 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
463 * is probably not a good thing. 486 * is probably not a good thing.
464 */ 487 */
465#define MAX_SPACES 50 488#define MAX_SPACES 50
466
467 489
468/* 490/*
469 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
470 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
471 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
502 x = mon->x; 524 x = mon->x;
503 y = mon->y; 525 y = mon->y;
504 m = mon->map; 526 m = mon->map;
505 dir = rv.direction; 527 dir = rv.direction;
506 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 */
507 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
508 /* 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. */
509 if (diff > max) 532 if (diff > max)
510 return 0; 533 return 0;
534
511 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
512 { 536 {
513 lastx = x; 537 lastx = x;
514 lasty = y; 538 lasty = y;
515 lastmap = m; 539 lastmap = m;
597 max--; 621 max--;
598 lastdir = dir; 622 lastdir = dir;
599 if (!firstdir) 623 if (!firstdir)
600 firstdir = dir; 624 firstdir = dir;
601 } 625 }
626
602 if (diff <= 1) 627 if (diff <= 1)
603 { 628 {
604 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
605 * headed toward player for entire distance. 630 * headed toward player for entire distance.
606 */ 631 */
607 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
608 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
609 } 634 }
635
610 if (diff > max) 636 if (diff > max)
611 return 0; 637 return 0;
612 } 638 }
639
613 /* 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 */
614 if (!max) 641 if (!max)
615 return 0; 642 return 0;
616 643
617 return firstdir; 644 return firstdir;
710 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
711 link_player_skills (pl); 738 link_player_skills (pl);
712} 739}
713 740
714void 741void
715get_name (object *op)
716{
717 op->contr->write_buf[0] = '\0';
718 op->contr->state = ST_GET_NAME;
719 send_query (&op->contr->socket, 0, "What is your name?\n:");
720}
721
722void
723get_password (object *op)
724{
725 op->contr->write_buf[0] = '\0';
726 op->contr->state = ST_GET_PASSWORD;
727 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
728}
729
730void
731play_again (object *op)
732{
733 op->contr->state = ST_PLAY_AGAIN;
734 op->chosen_skill = NULL;
735 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
736 /* a bit of a hack, but there are various places early in th
737 * player creation process that a user can quit (eg, roll
738 * stats) that isn't removing the player. Taking a quick
739 * look, there are many places that call play_again without
740 * removing the player - it probably makes more sense
741 * to leave it to play_again to remove the object in all
742 * cases.
743 */
744 if (!QUERY_FLAG (op, FLAG_REMOVED))
745 op->remove ();
746 /* Need to set this to null - otherwise, it could point to garbage,
747 * and draw() doesn't check to see if the player is removed, only if
748 * the map is null or not swapped out.
749 */
750 op->map = NULL;
751}
752
753int
754receive_play_again (object *op, char key)
755{
756 if (key == 'q' || key == 'Q')
757 {
758 remove_friendly_object (op);
759 leave (op->contr, 0); /* ericserver will draw the message */
760 return 2;
761 }
762 else if (key == 'a' || key == 'A')
763 {
764 player *pl = op->contr;
765 shstr name = op->name;
766
767 op->contr = 0;
768 op->type = 0;
769 op->destroy (1);
770 pl = get_player (pl);
771 op = pl->ob;
772 add_friendly_object (op);
773 op->contr->password[0] = '~';
774 op->name = op->name_pl = 0;
775 /* Lets put a space in here */
776 new_draw_info (NDI_UNIQUE, 0, op, "\n");
777 get_name (op);
778 op->name = op->name_pl = name;
779 set_first_map (op);
780 }
781 else
782 /* user pressed something else so just ask again... */
783 play_again (op);
784
785 return 0;
786}
787
788void
789confirm_password (object *op)
790{
791
792 op->contr->write_buf[0] = '\0';
793 op->contr->state = ST_CONFIRM_PASSWORD;
794 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
795}
796
797void
798get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
799{ 743{
800 if (party == NULL) 744 if (party == NULL)
801 { 745 {
802 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);
803 return; 747 return;
804 } 748 }
749
805 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
806 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
807 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
808 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:");
809} 754}
810
811 755
812/* 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. */
813int 757static int
814roll_stat (void) 758roll_stat (void)
815{ 759{
816 int a[4], i, j, k; 760 int a[4], i, j, k;
817 761
818 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
819 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
820 764
821 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
822 if (a[i] < k) 766 if (a[i] < k)
823 k = a[i], j = i; 767 k = a[i], j = i;
824 768
825 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
826 {
827 if (i != j) 770 if (i != j)
828 k += a[i]; 771 k += a[i];
829 } 772
830 return k; 773 return k;
831} 774}
832 775
833void 776void
834roll_stats (object *op) 777object::roll_stats ()
835{ 778{
836 int sum = 0;
837 int i = 0, j = 0;
838 int statsort[7]; 779 int statsort [7];
839 780
840 do 781 for (;;)
841 {
842 op->stats.Str = roll_stat ();
843 op->stats.Dex = roll_stat ();
844 op->stats.Int = roll_stat ();
845 op->stats.Con = roll_stat ();
846 op->stats.Wis = roll_stat ();
847 op->stats.Pow = roll_stat ();
848 op->stats.Cha = roll_stat ();
849 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
850 } 782 {
851 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
852 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
853 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
854 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
855 statsort[1] = op->stats.Dex;
856 statsort[2] = op->stats.Int;
857 statsort[3] = op->stats.Con;
858 statsort[4] = op->stats.Wis;
859 statsort[5] = op->stats.Pow;
860 statsort[6] = op->stats.Cha;
861 793
862 /* a quick and dirty bubblesort? */
863 do
864 {
865 if (statsort[i] < statsort[i + 1])
866 {
867 j = statsort[i];
868 statsort[i] = statsort[i + 1];
869 statsort[i + 1] = j;
870 i = 0;
871 }
872 else
873 {
874 i++;
875 }
876 }
877 while (i < 6);
878
879 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
880 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
881 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
882 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
883 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
884 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
885 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
886 801
887
888 op->contr->orig_stats.Str = op->stats.Str;
889 op->contr->orig_stats.Dex = op->stats.Dex;
890 op->contr->orig_stats.Int = op->stats.Int;
891 op->contr->orig_stats.Con = op->stats.Con;
892 op->contr->orig_stats.Wis = op->stats.Wis;
893 op->contr->orig_stats.Pow = op->stats.Pow;
894 op->contr->orig_stats.Cha = op->stats.Cha;
895
896 op->level = 1;
897 op->stats.exp = 0; 802 stats.exp = 0;
898 op->stats.ac = 0; 803 stats.ac = 0;
899 804
900 op->contr->levhp[1] = 9;
901 op->contr->levsp[1] = 6;
902 op->contr->levgrace[1] = 3;
903
904 fix_player (op);
905 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
906 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
907 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
908 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
909} 817}
910 818
911void 819void
912Roll_Again (object *op) 820object::swap_stats (int a, int b)
913{ 821{
914 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
915 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
916 "[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);
917}
918 825
919void 826 stats.Str = contr->orig_stats.Str;
920Swap_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)
921{ 858{
922 signed char tmp;
923 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
924 860
925 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
926 {
927 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
928 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
929 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
930 return;
931 }
932
933 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
934
935 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
936
937 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
938
939 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
940 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
941 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
942 op->stats.Dex = op->contr->orig_stats.Dex;
943 op->stats.Con = op->contr->orig_stats.Con;
944 op->stats.Int = op->contr->orig_stats.Int;
945 op->stats.Wis = op->contr->orig_stats.Wis;
946 op->stats.Pow = op->contr->orig_stats.Pow;
947 op->stats.Cha = op->contr->orig_stats.Cha;
948 op->stats.ac = 0;
949
950 op->level = 1;
951 op->stats.exp = 0;
952 op->stats.ac = 0;
953
954 op->contr->levhp[1] = 9;
955 op->contr->levsp[1] = 6;
956 op->contr->levgrace[1] = 3;
957
958 fix_player (op);
959 op->stats.hp = op->stats.maxhp;
960 op->stats.sp = op->stats.maxsp;
961 op->stats.grace = op->stats.maxgrace;
962 op->contr->orig_stats = op->stats;
963 op->contr->Swap_First = -1;
964}
965
966
967/* This code has been greatly reduced, because with set_attr_value
968 * and get_attr_value, the stats can be accessed just numeric
969 * ids. stat_trans is a table that translate the number entered
970 * into the actual stat. It is needed because the order the stats
971 * are displayed in the stat window is not the same as how
972 * the number's access that stat. The table does that translation.
973 */
974int
975key_roll_stat (object *op, char key)
976{
977 int keynum = key - '0';
978 char buf[MAX_BUF];
979 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
980
981 if (keynum > 0 && keynum <= 7)
982 {
983 if (op->contr->Swap_First == -1)
984 {
985 op->contr->Swap_First = stat_trans[keynum];
986 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
987 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
988 }
989 else
990 Swap_Stat (op, stat_trans[keynum]);
991
992 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
993 return 1;
994 }
995 switch (key)
996 {
997 case 'n':
998 case 'N':
999 {
1000 SET_FLAG (op, FLAG_WIZ);
1001 if (op->map == NULL)
1002 {
1003 LOG (llevError, "Map == NULL in state 2\n");
1004 break;
1005 }
1006
1007#if 0
1008 /* So that enter_exit will put us at startx/starty */
1009 op->x = -1;
1010
1011 enter_exit (op, NULL);
1012#endif
1013 SET_ANIMATION (op, 2); /* So player faces south */
1014 /* Enter exit adds a player otherwise */
1015 add_statbonus (op);
1016 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1017 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1018 op->contr->state = ST_CHANGE_CLASS;
1019 if (op->msg)
1020 new_draw_info (NDI_BLUE, 0, op, op->msg);
1021 return 0;
1022 }
1023 case 'y':
1024 case 'Y':
1025 roll_stats (op);
1026 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1027 return 1;
1028
1029 case 'q':
1030 case 'Q':
1031 play_again (op);
1032 return 1;
1033
1034 default:
1035 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1036 return 0;
1037 }
1038 return 0;
1039} 865}
1040 866
1041/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1042 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1043 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1044 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1045 * not the class. 871 * not the class.
1046 */ 872 */
1047 873void
1048int 874player::chargen_race_done ()
1049key_change_class (object *op, char key)
1050{ 875{
1051 int tmp_loop;
1052
1053 if (key == 'q' || key == 'Q')
1054 {
1055 op->remove ();
1056 play_again (op);
1057 return 0;
1058 }
1059 if (key == 'd' || key == 'D')
1060 {
1061 char buf[MAX_BUF];
1062
1063 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1064 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1065 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1066 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1067 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1068 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1069 885
1070 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1071 887
1072 if (op->msg) 888 if (ob->msg)
1073 op->msg = NULL; 889 ob->msg = 0;
1074 890
1075 /* 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
1076 * to save here. 892 * to save here.
1077 */ 893 */
894 {
895 char buf[MAX_BUF];
1078 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1079 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1080 899
1081#ifdef AUTOSAVE
1082 op->contr->last_save_tick = pticks;
1083#endif
1084 start_info (op); 900 start_info (ob);
1085 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1086 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1087 link_player_skills (op); 903 link_player_skills (ob);
1088 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1089 fix_player (op); 905 ob->update_stats ();
1090 906
1091 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1092 * is one for this race 908 * is one for this race
1093 */ 909 */
1094 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1095 { 911 {
1096 object *tmp; 912 object *tmp;
1097 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1098 914
1099 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);
1100 tmp = object::create (); 916 tmp = object::create ();
1101 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1102 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1103 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1104 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;
1105 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1106 * default initial map */ 922 * default initial map */
1107 tmp->destroy (); 923 tmp->destroy ();
1108 } 924 }
1109 else 925 else
1110 {
1111 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1112 } 927}
1113 return 0;
1114 }
1115 928
929void
930player::chargen_race_next ()
931{
1116 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1117 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1118 */ 934 */
1119 935
1120 tmp_loop = 0; 936 do
1121 while (!tmp_loop)
1122 { 937 {
1123 shstr name = op->name; 938 shstr name = ob->name;
1124 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1125 940
1126 remove_statbonus (op); 941 ob->remove_statbonus ();
1127 op->remove (); 942 ob->remove ();
1128 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1129 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1130 op->instantiate (); 945 ob->instantiate ();
1131 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1132 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1133 op->x = x; 948 ob->x = x;
1134 op->y = y; 949 ob->y = y;
1135 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1136 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1137 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1138 add_statbonus (op); 953 ob->add_statbonus ();
1139 tmp_loop = allowed_class (op);
1140 } 954 }
955 while (!allowed_class (ob));
1141 956
1142 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1143 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1144 fix_player (op); 959 ob->update_stats ();
1145 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1146 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1147 op->stats.grace = 0; 962 ob->stats.grace = 0;
1148
1149 if (op->msg)
1150 new_draw_info (NDI_BLUE, 0, op, op->msg);
1151
1152 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1153 return 0;
1154}
1155
1156int
1157key_confirm_quit (object *op, char key)
1158{
1159 char buf[MAX_BUF];
1160
1161 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1162 {
1163 op->contr->state = ST_PLAYING;
1164 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1165 return 1;
1166 }
1167
1168 INVOKE_PLAYER (LOGOUT, op->contr);
1169 INVOKE_PLAYER (QUIT, op->contr);
1170
1171 terminate_all_pets (op);
1172 leave_map (op);
1173 op->direction = 0;
1174 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1175
1176 strcpy (op->contr->killer, "quit");
1177 check_score (op);
1178 op->contr->party = NULL;
1179 if (settings.set_title == TRUE)
1180 op->contr->own_title[0] = '\0';
1181
1182 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1183 {
1184 maptile *mp, *next;
1185
1186 /* We need to hunt for any per player unique maps in memory and
1187 * get rid of them. The trailing slash in the path is intentional,
1188 * so that players named 'Ab' won't match against players 'Abe' pathname
1189 */
1190 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1191 for (mp = first_map; mp != NULL; mp = next)
1192 {
1193 next = mp->next;
1194 if (!strncmp (mp->path, buf, strlen (buf)))
1195 delete_map (mp);
1196 }
1197
1198 delete_character (op->name, 1);
1199 }
1200
1201 play_again (op);
1202 return 1;
1203} 963}
1204 964
1205void 965void
1206flee_player (object *op) 966flee_player (object *op)
1207{ 967{
1237 { 997 {
1238 op->enemy = NULL; 998 op->enemy = NULL;
1239 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1240 return; 1000 return;
1241 } 1001 }
1002
1242 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1243 1004
1244 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1245 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1246 { 1007 {
1247 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1248 1009
1249 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)))
1250 {
1251 return; 1011 return;
1252 }
1253 } 1012 }
1013
1254 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1255 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1256 op->enemy = NULL; 1016 op->enemy = NULL;
1257} 1017}
1258 1018
1264int 1024int
1265check_pick (object *op) 1025check_pick (object *op)
1266{ 1026{
1267 object *tmp, *next; 1027 object *tmp, *next;
1268 int stop = 0; 1028 int stop = 0;
1269 int j, k, wvratio; 1029 int wvratio;
1270 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1271 1031
1272 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1273 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1274 return 1; 1034 return 1;
1275 1035
1344 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1345 &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))));
1346 else 1106 else
1347 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1348 &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
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351 sprintf (putstring, "...flags: ");
1352 for (k = 0; k < 4; k++)
1353 {
1354 for (j = 0; j < 32; j++)
1355 {
1356 if ((tmp->flags[k] >> j) & 0x01)
1357 {
1358 sprintf (tmpstr, "%d ", k * 32 + j);
1359 strcat (putstring, tmpstr);
1360 }
1361 }
1362 }
1363 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1364
1365#if 0
1366 /* print the flags too */
1367 for (k = 0; k < 4; k++)
1368 {
1369 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1370 for (j = 0; j < 32; j++)
1371 {
1372 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1373 if (!((j + 1) % 4))
1374 fprintf (stderr, " ");
1375 }
1376 fprintf (stderr, " [%d]\n", k * 32);
1377 }
1378#endif
1379 } 1111 }
1112
1380 /* philosophy: 1113 /* philosophy:
1381 * 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
1382 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1383 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1384 * 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
1385 * example. 1118 * example.
1386 * 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
1387 * 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
1388 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1639 * found object is returned. 1372 * found object is returned.
1640 */ 1373 */
1641object * 1374object *
1642find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1643{ 1376{
1644 object *tmp = NULL; 1377 object *tmp = 0;
1645 1378
1646 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1647 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))
1648 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1649 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1650 return op; 1383 return op;
1384
1651 return tmp; 1385 return tmp;
1652} 1386}
1653 1387
1654/* 1388/*
1655 * 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
1656 * 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
1657 * 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
1658 * 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.
1659 */ 1393 */
1660
1661object * 1394object *
1662find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1663{ 1396{
1664 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1665 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1814 if (!dir) 1547 if (!dir)
1815 { 1548 {
1816 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!");
1817 return 0; 1550 return 0;
1818 } 1551 }
1552
1819 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1820 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1821 else 1555 else
1822 { 1556 {
1823 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1831 { 1565 {
1832 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1833 return 0; 1567 return 0;
1834 } 1568 }
1835 } 1569 }
1570
1836 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1837 { 1572 {
1838 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);
1839 return 0; 1574 return 0;
1840 } 1575 }
1842 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1843 1578
1844 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1845 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1846 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1847 if (bowspeed < 1) 1583 if (bowspeed < 1)
1848 bowspeed = 1; 1584 bowspeed = 1;
1849 1585
1850 if (arrow == NULL) 1586 if (arrow == NULL)
1851 { 1587 {
1857 else 1593 else
1858 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1859 return 0; 1595 return 0;
1860 } 1596 }
1861 } 1597 }
1598
1862 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1864 {
1865 return 0; 1601 return 0;
1866 } 1602
1867 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1868 { 1604 {
1869 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.");
1870 return 0; 1606 return 0;
1871 } 1607 }
1877 return 0; 1613 return 0;
1878 } 1614 }
1879 1615
1880 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1881 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1882 if (arrow == NULL) 1618 if (!arrow)
1883 { 1619 {
1884 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);
1885 return 0; 1621 return 0;
1886 } 1622 }
1887 set_owner (arrow, op); 1623
1624 arrow->set_owner (op);
1888 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1889
1890 arrow->direction = dir; 1626 arrow->direction = dir;
1891 arrow->x = sx;
1892 arrow->y = sy;
1893 1627
1894 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1895 { 1629 {
1896 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1897 fix_player (op); 1631 op->update_stats ();
1898 } 1632 }
1899 1633
1900 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1901 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1902 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1903 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1904 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1905 arrow->spellarg = strdup_local (arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1906 1640
1907 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1908 * 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.
1909 */ 1643 */
1910 1644
1912 1646
1913 /* update the speed */ 1647 /* update the speed */
1914 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1915 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;
1916 1650
1917 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1918 arrow->speed = 1.0;
1919 update_ob_speed (arrow);
1920 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1921 1653
1922 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1923 { 1655 {
1924 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1934 } 1666 }
1935 1667
1936 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1937 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1938 1670
1939 if (bow->slaying != NULL) 1671 if (bow->slaying)
1940 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1941 1673
1942 arrow->map = m;
1943 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1944 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1945 1676
1946 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);
1947 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1948 1679
1949 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1950 move_arrow (arrow); 1681 move_arrow (arrow);
1951 1682
1952 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1978 } 1709 }
1979 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)
1980 { 1711 {
1981 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1982 wcmod = -1; 1713 wcmod = -1;
1714
1983 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);
1984 } 1716 }
1985 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1986 { 1718 {
1987 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);
2057 1789
2058 if (item->arch) 1790 if (item->arch)
2059 { 1791 {
2060 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2061 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2062 item->speed = 0; 1794 item->set_speed (0);
2063 update_ob_speed (item);
2064 } 1795 }
1796
2065 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2066 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2067 } 1799 }
2068 } 1800 }
2069 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2070 {
2071 drain_rod_charge (item); 1802 drain_rod_charge (item);
2072 }
2073 } 1803 }
2074} 1804}
2075 1805
2076/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2077 */ 1807 */
2100 case range_misc: 1830 case range_misc:
2101 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
2102 return; 1832 return;
2103 1833
2104 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
2105 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2106 {
2107 op->contr->ranges[range_golem] = 0;
2108 op->contr->shoottype = range_none;
2109 }
2110 else
2111 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
2112 return; 1836 return;
2113 1837
2114 case range_skill: 1838 case range_skill:
2115 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
2116 { 1840 {
2117 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
2118 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
2119 return; 1844 return;
2120 } 1845 }
1846
2121 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
2122 return; 1848 return;
2123 case range_builder: 1849 case range_builder:
2124 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
2125 return; 1851 return;
2126 default: 1852 default:
2127 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2128 return; 1854 return;
2129 } 1855 }
2130} 1856}
2131
2132
2133 1857
2134/* find_key 1858/* find_key
2135 * 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
2136 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
2137 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
2139 * pl is the player, 1863 * pl is the player,
2140 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
2141 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
2142 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
2143 */ 1867 */
2144
2145object * 1868object *
2146find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
2147{ 1870{
2148 object *tmp, *key; 1871 object *tmp, *key;
2149 1872
2150 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
2151 if (container->inv == NULL) 1874 if (!container->inv)
2152 return NULL; 1875 return 0;
2153 1876
2154 /* 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 */
2155 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
2156 { 1879 {
2157 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
2158 break; 1881 break;
2159 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
2160 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
2161 */ 1884 */
2162 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2163 break; 1886 break;
2164 } 1887 }
1888
2165 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
2166 /* 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.
2167 * 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
2168 * a key, return 1892 * a key, return
2169 */ 1893 */
2170 if (!tmp) 1894 if (!tmp)
2171 { 1895 {
2172 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2173 { 1897 {
2174 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
2175 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
2176 { 1900 {
2177 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
2178 return key; 1902 return key;
2179 } 1903 }
2180 } 1904 }
1905
2181 if (!tmp) 1906 if (!tmp)
2182 return NULL; 1907 return NULL;
2183 } 1908 }
1909
2184 /* 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,
2185 * see if we actually want to use it 1911 * see if we actually want to use it
2186 */ 1912 */
2187 if (pl != container) 1913 if (pl != container)
2188 { 1914 {
2209 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2210 "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));
2211 return NULL; 1937 return NULL;
2212 } 1938 }
2213 } 1939 }
1940
2214 return tmp; 1941 return tmp;
2215} 1942}
2216 1943
2217/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2218 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2220 * 0 otherwise 1947 * 0 otherwise
2221 */ 1948 */
2222static int 1949static int
2223player_attack_door (object *op, object *door) 1950player_attack_door (object *op, object *door)
2224{ 1951{
2225
2226 /* 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,
2227 * 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 -
2228 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
2229 */ 1955 */
2230 object *key = find_key (op, op, door); 1956 object *key = find_key (op, op, door);
2237 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);
2238 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2239 make_visible (op); 1965 make_visible (op);
2240 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2241 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2242 if (door->type == DOOR) 1969 if (door->type == DOOR)
2243 {
2244 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 */
2245 }
2246 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2247 { 1972 {
2248 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));
2249 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2250 } 1975 }
1976
2251 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2252 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2253 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2254 if (container != op) 1980 if (container != op)
2255 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2256 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2257 } 1984 }
2258 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2259 { 1986 {
2260 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2261 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2262 return 1; 1989 return 1;
2263 } 1990 }
1991
2264 return 0; 1992 return 0;
2265} 1993}
2266 1994
2267/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2268 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2269 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2270 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2271 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2272 */ 2000 */
2273
2274void 2001void
2275move_player_attack (object *op, int dir) 2002move_player_attack (object *op, int dir)
2276{ 2003{
2277 object *tmp, *mon; 2004 object *tmp, *mon;
2278 sint16 nx, ny; 2005 sint16 nx, ny;
2280 maptile *m; 2007 maptile *m;
2281 2008
2282 nx = freearr_x[dir] + op->x; 2009 nx = freearr_x[dir] + op->x;
2283 ny = freearr_y[dir] + op->y; 2010 ny = freearr_y[dir] + op->y;
2284 2011
2285 on_battleground = op_on_battleground (op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2286 2013
2287 /* 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
2288 * 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
2289 * 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
2290 * player. This is a pretty nasty hack, because if we could 2017 * player. This is a pretty nasty hack, because if we could
2295 */ 2022 */
2296 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))
2297 { 2024 {
2298 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2299 { 2026 {
2300 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2301 if (!m) 2028 if (!m)
2302 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2303 } 2030 }
2304 else 2031 else
2305 m = op->map; 2032 m = op->map;
2306 2033
2307 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2308 {
2309 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2310 return; 2035 return;
2311 }
2312 2036
2313 mon = NULL; 2037 mon = 0;
2314 /* 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
2315 * 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.
2316 * 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
2317 * on the space 2041 * on the space
2318 */ 2042 */
2319 while (tmp != NULL) 2043 while (tmp)
2320 { 2044 {
2321 if (tmp == op) 2045 if (tmp == op)
2322 { 2046 {
2323 tmp = tmp->above; 2047 tmp = tmp->above;
2324 continue; 2048 continue;
2334 mon = tmp; 2058 mon = tmp;
2335 2059
2336 tmp = tmp->above; 2060 tmp = tmp->above;
2337 } 2061 }
2338 2062
2339 if (mon == NULL) /* This happens anytime the player tries to move */ 2063 if (!mon) /* This happens anytime the player tries to move */
2340 return; /* into a wall */ 2064 return; /* into a wall */
2341 2065
2342 if (mon->head != NULL) 2066 if (mon->head)
2343 mon = mon->head; 2067 mon = mon->head;
2344 2068
2345 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))
2346 if (player_attack_door (op, mon)) 2070 if (player_attack_door (op, mon))
2347 return; 2071 return;
2359 * player owns it and it is either friendly or unagressive. 2083 * player owns it and it is either friendly or unagressive.
2360 */ 2084 */
2361 if ((op->type == PLAYER) 2085 if ((op->type == PLAYER)
2362#if COZY_SERVER 2086#if COZY_SERVER
2363 && 2087 &&
2364 ((get_owner (mon) && get_owner (mon)->contr 2088 ((mon->owner && mon->owner->contr
2365 && 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)
2366#else 2090#else
2367 && get_owner (mon) == op 2091 && mon->owner == op
2368#endif 2092#endif
2369 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2370 { 2094 {
2371 /* 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 */
2372 if (op->contr->braced) 2096 if (op->contr->braced)
2373 return; 2097 return;
2098
2374 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);
2375 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2376 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2377 make_visible (op); 2102 make_visible (op);
2103
2378 return; 2104 return;
2379 } 2105 }
2380 2106
2381 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2382 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2384 * attack them either. 2110 * attack them either.
2385 */ 2111 */
2386 if ((mon->type == PLAYER || mon->enemy != op) && 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2387 (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)) && (
2388#ifdef PROHIBIT_PLAYERKILL 2114#ifdef PROHIBIT_PLAYERKILL
2389 (op->contr->peaceful 2115 (op->contr->peaceful
2390 || (mon->type == PLAYER 2116 || (mon->type == PLAYER
2391 && mon->contr-> 2117 && mon->contr->
2392 peaceful)) && 2118 peaceful)) &&
2393#else 2119#else
2394 op->contr->peaceful && 2120 op->contr->peaceful &&
2395#endif 2121#endif
2396 !on_battleground)) 2122 !on_battleground))
2397 { 2123 {
2398 if (!op->contr->braced) 2124 if (!op->contr->braced)
2399 { 2125 {
2400 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);
2401 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2402 } 2128 }
2403 else 2129 else
2404 {
2405 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2406 } 2131
2407 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2133 make_visible (op);
2409 } 2134 }
2410 2135
2411 /* If the object is a boulder or other rollable object, then 2136 /* If the object is a boulder or other rollable object, then
2422 * 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
2423 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2424 * 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
2425 * 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.
2426 */ 2151 */
2427
2428 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2429 ((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)))
2430 { 2154 {
2431 2155
2432 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2439 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2440 2164
2441 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 */
2442 } 2166 }
2443 2167
2444 skill_attack (mon, op, 0, NULL, NULL); 2168 skill_attack (mon, op, 0, 0, 0);
2445 2169
2446 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2447 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2448 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2449 * the wiz. 2173 * the wiz.
2451 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))
2452 { 2176 {
2453 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2454 2178
2455 mon->contr->has_hit = 1; 2179 mon->contr->has_hit = 1;
2456 skill_attack (op, mon, 0, NULL, NULL); 2180 skill_attack (op, mon, 0, 0, 0);
2457 mon->stats.luck = luck; 2181 mon->stats.luck = luck;
2458 } 2182 }
2183
2459 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2460 make_visible (op); 2185 make_visible (op);
2461 } 2186 }
2462 } /* if player should attack something */ 2187 } /* if player should attack something */
2463} 2188}
2465int 2190int
2466move_player (object *op, int dir) 2191move_player (object *op, int dir)
2467{ 2192{
2468 int pick; 2193 int pick;
2469 2194
2470 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2471 return 0; 2196 return 0;
2472 2197
2473 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2474 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2475 { 2200 {
2476 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2477 return 0; 2202 return 0;
2478 } 2203 }
2479 2204
2480 /* peterm: added following line */ 2205 /* peterm: added following line */
2481 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2482 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2483 2208
2484 op->facing = dir; 2209 op->facing = dir;
2485 2210
2486 if (op->hide) 2211 if (op->hide)
2487 do_hidden_move (op); 2212 do_hidden_move (op);
2498 2223
2499 /* 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
2500 * server can handle repeat firing. 2225 * server can handle repeat firing.
2501 */ 2226 */
2502 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2503 {
2504 op->direction = dir; 2228 op->direction = dir;
2505 }
2506 else 2229 else
2507 {
2508 op->direction = 0; 2230 op->direction = 0;
2509 } 2231
2510 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2511 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2512 * for players. 2234 * for players.
2513 */ 2235 */
2514 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2523 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2524 */ 2246 */
2525int 2247int
2526handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2527{ 2249{
2528 if (op->contr->hidden)
2529 {
2530 op->invisible = 1000;
2531 /* the socket code flashes the player visible/invisible
2532 * depending on the value of invisible, so we need to
2533 * alternate it here for it to work correctly.
2534 */
2535 if (pticks & 2)
2536 op->invisible--;
2537 }
2538 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2539 {
2540 op->invisible--;
2541 if (!op->invisible)
2542 {
2543 make_visible (op);
2544 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2545 }
2546 }
2547
2548 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2549 { 2251 {
2550 flee_player (op); 2252 flee_player (op);
2551 /* 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 */
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2255 {
2554 op->speed_left--; 2256 op->speed_left--;
2555 return 0; 2257 return 0;
2556 } 2258 }
2557 } 2259 }
2558
2559 /* I've been seeing crashes where the golem has been destroyed, but
2560 * the player object still points to the defunct golem. The code that
2561 * destroys the golem looks correct, and it doesn't always happen, so
2562 * put this in a a workaround to clean up the golem pointer.
2563 */
2564 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2565 op->contr->ranges[range_golem] = 0;
2566 2260
2567 /* 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
2568 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2569 * called, so we recheck it here. 2263 * called, so we recheck it here.
2570 */ 2264 */
2571 HandleClient (&op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2266 return 1;
2267
2572 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2573 return 0; 2269 {
2574
2575 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2576 { 2271 {
2577 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2578 op->speed_left--; 2273 op->speed_left--;
2579 2274
2580 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2581 * 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
2582 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2583 */ 2278 */
2584 move_player (op, op->direction); 2279 move_player (op, op->direction);
2585 if (op->speed_left > 0) 2280
2586 return 1; 2281 return op->speed_left > 0;
2587 else 2282 }
2588 return 0;
2589 } 2283 }
2284
2590 return 0; 2285 return 0;
2591} 2286}
2592 2287
2593int 2288int
2594save_life (object *op) 2289save_life (object *op)
2595{ 2290{
2596 object *tmp;
2597
2598 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2599 return 0; 2292 return 0;
2600 2293
2601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2602 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2603 { 2296 {
2604 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);
2605 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));
2606 2299
2614 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2615 2308
2616 if (op->stats.food < 0) 2309 if (op->stats.food < 0)
2617 op->stats.food = 999; 2310 op->stats.food = 999;
2618 2311
2619 fix_player (op); 2312 op->update_stats ();
2620 return 1; 2313 return 1;
2621 } 2314 }
2315
2622 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2623 CLEAR_FLAG (op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624 enter_player_savebed (op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2625 return 0; 2319 return 0;
2626} 2320}
2631 * from. 2325 * from.
2632 */ 2326 */
2633void 2327void
2634remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2635{ 2329{
2636 object *next;
2637
2638 while (op) 2330 while (op)
2639 { 2331 {
2640 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' */
2641 * we remove object 'op' 2333
2642 */
2643 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2644 { 2335 {
2645 op->remove ();
2646 op->x = env->x;
2647 op->y = env->y;
2648 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2649 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2650 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2651 } 2340 }
2652 else if (op->inv) 2341 else if (op->inv)
2653 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2654 op = next; 2344 op = next;
2655 } 2345 }
2656} 2346}
2657
2658 2347
2659/* 2348/*
2660 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2661 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2662 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2673 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2674 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2675 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2676 else 2365 else
2677 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2678 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2679 strcat (buf2, buf); 2369 strcat (buf2, buf);
2680 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2681 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);
2682 else 2372 else
2683 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
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2376 strcat (buf2, buf);
2686 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2687 { 2378 {
2688 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2689 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2381 strcat (buf2, buf);
2691 } 2382 }
2383
2692 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2693 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2695 return buf2; 2388 return buf2;
2696} 2389}
2697
2698
2699 2390
2700void 2391void
2701do_some_living (object *op) 2392do_some_living (object *op)
2702{ 2393{
2703 int last_food = op->stats.food; 2394 int last_food = op->stats.food;
2709 int rate_grace = 2000; 2400 int rate_grace = 2000;
2710 const int max_hp = 1; 2401 const int max_hp = 1;
2711 const int max_sp = 1; 2402 const int max_sp = 1;
2712 const int max_grace = 1; 2403 const int max_grace = 1;
2713 2404
2714 if (op->contr->outputs_sync) 2405 if (op->contr->hidden)
2715 {
2716 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2717 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2718 flush_output_element (op, &op->contr->outputs[i]);
2719 } 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 }
2720 2423
2721 if (op->contr->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2722 { 2425 {
2723
2724 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2725 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2726 if (op->contr->gen_hp >= 0) 2428 if (op->contr->gen_hp >= 0)
2727 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2728 else 2430 else
2729 { 2431 {
2730 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2731 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2732 } 2434 }
2435
2733 if (op->contr->gen_sp >= 0) 2436 if (op->contr->gen_sp >= 0)
2734 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2735 else 2438 else
2736 { 2439 {
2737 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2738 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2739 } 2442 }
2443
2740 if (op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2741 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2742 else 2446 else
2743 { 2447 {
2744 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2745 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2746 } 2450 }
2747 2451
2748 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2749 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2750 { 2454 {
2751 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);
2752 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2753 { 2457 {
2754 op->stats.sp++; 2458 op->stats.sp++;
2760 op->stats.food += op->contr->digestion; 2464 op->stats.food += op->contr->digestion;
2761 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))
2762 op->stats.food = last_food; 2466 op->stats.food = last_food;
2763 } 2467 }
2764 } 2468 }
2469
2765 if (max_sp > 1) 2470 if (max_sp > 1)
2766 { 2471 {
2767 over_sp = (gen_sp + 10) / rate_sp; 2472 over_sp = (gen_sp + 10) / rate_sp;
2768 if (over_sp > 0) 2473 if (over_sp > 0)
2769 { 2474 {
2770 if (op->stats.sp < op->stats.maxsp) 2475 if (op->stats.sp < op->stats.maxsp)
2771 { 2476 {
2772 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2773 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))
2774 op->stats.sp--; 2480 op->stats.sp--;
2481
2775 if (op->stats.sp > op->stats.maxsp) 2482 if (op->stats.sp > op->stats.maxsp)
2776 op->stats.sp = op->stats.maxsp; 2483 op->stats.sp = op->stats.maxsp;
2777 } 2484 }
2778 op->last_sp = 0; 2485 op->last_sp = 0;
2779 } 2486 }
2780 else 2487 else
2781 {
2782 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);
2783 }
2784 } 2489 }
2785 else 2490 else
2786 {
2787 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);
2788 }
2789 } 2492 }
2790 2493
2791 /* Regenerate Grace */ 2494 /* Regenerate Grace */
2792 /* 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. */
2793 if (--op->last_grace < 0) 2496 if (--op->last_grace < 0)
2794 { 2497 {
2795 if (op->stats.grace < op->stats.maxgrace / 2) 2498 if (op->stats.grace < op->stats.maxgrace / 2)
2796 op->stats.grace++; /* no penalty in food for regaining grace */ 2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2797 if (max_grace > 1) 2501 if (max_grace > 1)
2798 { 2502 {
2799 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2800 if (over_grace > 0) 2504 if (over_grace > 0)
2801 { 2505 {
2829 op->stats.food += op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2830 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))
2831 op->stats.food = last_food; 2535 op->stats.food = last_food;
2832 } 2536 }
2833 } 2537 }
2538
2834 if (max_hp > 1) 2539 if (max_hp > 1)
2835 { 2540 {
2836 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2837 if (over_hp > 0) 2542 if (over_hp > 0)
2838 { 2543 {
2862 2567
2863 if (op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2864 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);
2865 else 2570 else
2866 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2867 /* dms do not consume food */ 2573 /* dms do not consume food */
2868 if (!QUERY_FLAG (op, FLAG_WIZ)) 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2869 op->stats.food--; 2575 op->stats.food--;
2870 } 2576 }
2871 }
2872 2577
2873 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2874 { 2579 {
2875 object *tmp, *flesh = NULL; 2580 object *tmp, *flesh = 0;
2876 2581
2877 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2878 { 2583 {
2879 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2880 {
2881 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2882 { 2585 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2883 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.");
2884 manual_apply (op, tmp, 0); 2589 manual_apply (op, tmp, 0);
2885 if (op->stats.food >= 0 || op->stats.hp < 0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2886 break; 2591 break;
2887 } 2592 }
2888 else if (tmp->type == FLESH) 2593 else if (tmp->type == FLESH)
2889 flesh = tmp; 2594 flesh = tmp;
2890 } /* End if paid for object */ 2595 } /* End if paid for object */
2891 } /* end of for loop */ 2596 } /* end of for loop */
2597
2892 /* 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
2893 * eat flesh instead. 2599 * eat flesh instead.
2894 */ 2600 */
2895 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2896 { 2602 {
2897 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.");
2898 manual_apply (op, flesh, 0); 2604 manual_apply (op, flesh, 0);
2899 } 2605 }
2900 } /* end if player is starving */ 2606 }
2901 2607
2902 while (op->stats.food < 0 && op->stats.hp > 0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2903 op->stats.food++, op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2904 2610
2905 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))
2906 kill_player (op); 2612 kill_player (op);
2613 }
2907} 2614}
2908
2909
2910 2615
2911/* 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.
2912 * 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
2913 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2914 * file. 2619 * file.
2944 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!");
2945 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...");
2946 2651
2947 /* restore player */ 2652 /* restore player */
2948 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2949 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2655 {
2952 tmp->destroy (); 2656 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2954 } 2658 }
2955 2659
2956 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2957 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2958 if (tmp)
2959 { 2662 {
2960 tmp->destroy (); 2663 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2962 } 2665 }
2963 2666
2965 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2966 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2967 op->stats.food = 999; 2670 op->stats.food = 999;
2968 2671
2969 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2970 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2971 if (tmp != NULL)
2972 { 2674 {
2973 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2974 tmp->name = buf; 2676 tmp->name = buf;
2975 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2976 " 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",
2977 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2978 tmp->msg = buf; 2680 tmp->msg = buf;
2979 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2980 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2981 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2982 insert_ob_in_map (tmp, op->map, op, 0);
2983 } 2684 }
2984 2685
2985 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2986 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2987 op->contr->braced = 0; 2688 op->contr->braced = 0;
2992 2693
2993 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2994 2695
2995 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2996 { 2697 {
2997 if (op->contr->explore)
2998 {
2999 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3000 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3001 op->stats.food = 999;
3002 return;
3003 }
3004 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
3005 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
3006 } 2700 }
3007 else 2701 else
3008 {
3009 if (op->contr->explore)
3010 {
3011 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3012 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3013 op->stats.hp = op->stats.maxhp;
3014 return;
3015 }
3016 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
3017 } 2703
3018 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3019 2705
3020 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
3021 x = op->x; 2707 x = op->x;
3022 y = op->y; 2708 y = op->y;
3023 map = op->map; 2709 map = op->map;
3024 2710
3025
3026 if (settings.not_permadeth == TRUE)
3027 {
3028 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
3029 * 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.
3030 * 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.
3031 */ 2714 */
3032 2715
3033 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
3034 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
3035 * of death. 2718 * of death.
3036 */ 2719 */
3037#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
3038 if (settings.balanced_stat_loss) 2721 if (settings.balanced_stat_loss)
3039 { 2722 {
3040 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
3041 /* 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
3042 more if they do. */ 2725 more if they do. */
3043 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
3044 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
3045 little bit harder. */ 2728 little bit harder. */
3046 /* GD */ 2729 /* GD */
3047 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
3048 num_stats_lose = 1; 2731 num_stats_lose = 1;
3049 else
3050 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3051 }
3052 else 2732 else
3053 { 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
3054 num_stats_lose = 1; 2736 num_stats_lose = 1;
3055 } 2737
3056 lost_a_stat = 0; 2738 lost_a_stat = 0;
3057 2739
3058 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
3059 { 2741 {
3060 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
3061 2743
3062 if (settings.stat_loss_on_death) 2744 if (settings.stat_loss_on_death)
3063 { 2745 {
3064 /* 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
3065 * what he lost. 2747 * what he lost.
3066 */ 2748 */
3067 change_attr_value (&(op->stats), i, -1); 2749 change_attr_value (&(op->stats), i, -1);
3068 check_stat_bounds (&(op->stats)); 2750 check_stat_bounds (&(op->stats));
3069 change_attr_value (&(op->contr->orig_stats), i, -1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
3070 check_stat_bounds (&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
3071 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3072 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);
3073 } 2767 }
3074 else 2768 lose_this_stat = 1;
2769 if (settings.balanced_stat_loss)
3075 { 2770 {
3076 /* deplete a stat */ 2771 /* GD */
3077 archetype *deparch = archetype::find ("depletion"); 2772 /* Get the stat that we're about to deplete. */
3078 object *dep; 2773 this_stat = get_attr_value (&(dep->stats), i);
3079 2774 if (this_stat < 0)
3080 dep = present_arch_in_ob (deparch, op);
3081 if (!dep)
3082 { 2775 {
3083 dep = arch_to_object (deparch); 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3084 insert_ob_in_ob (dep, op); 2777 int keep_chance = this_stat * this_stat;
3085 } 2778
3086 lose_this_stat = 1; 2779 /* Yes, I am paranoid. Sue me. */
3087 if (settings.balanced_stat_loss)
3088 {
3089 /* GD */
3090 /* Get the stat that we're about to deplete. */
3091 this_stat = get_attr_value (&(dep->stats), i);
3092 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)
3093 { 2785 {
3094 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3095 int keep_chance = this_stat * this_stat;
3096
3097 /* Yes, I am paranoid. Sue me. */
3098 if (keep_chance < 1)
3099 keep_chance = 1;
3100
3101 /* There is a maximum depletion total per level. */
3102 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3103 {
3104 lose_this_stat = 0; 2786 lose_this_stat = 0;
3105 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
3106 retain the stat. */ 2788 retain the stat. */
3107 }
3108 else
3109 {
3110 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3111 lose_this_stat = 0;
3112 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3113 this_stat, keep_chance, loss_chance,
3114 lose_this_stat?"LOSE":"KEEP"); */
3115 }
3116 } 2789 }
3117 }
3118
3119 if (lose_this_stat)
3120 {
3121 this_stat = get_attr_value (&(dep->stats), i);
3122 /* We could try to do something clever like find another
3123 * stat to reduce if this fails. But chances are, if
3124 * stats have been depleted to -50, all are pretty low
3125 * and should be roughly the same, so it shouldn't make a
3126 * difference.
3127 */ 2790 else
3128 if (this_stat >= -50)
3129 { 2791 {
3130 change_attr_value (&(dep->stats), i, -1); 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3131 SET_FLAG (dep, FLAG_APPLIED);
3132 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3133 fix_player (op);
3134 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"); */
3135 } 2797 }
3136 } 2798 }
3137 } 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 }
3138 } 2818 }
2819 }
2820 }
3139 /* If no stat lost, tell the player. */ 2821 /* If no stat lost, tell the player. */
3140 if (!lost_a_stat) 2822 if (!lost_a_stat)
3141 { 2823 {
3142 /* determine_god() seems to not work sometimes... why is this? 2824 /* determine_god() seems to not work sometimes... why is this?
3143 Should I be using something else? GD */ 2825 Should I be using something else? GD */
3144 const char *god = determine_god (op); 2826 const char *god = determine_god (op);
3145 2827
3146 if (god && (strcmp (god, "none"))) 2828 if (god && (strcmp (god, "none")))
3147 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);
3148 else 2830 else
3149 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.");
3150 } 2832 }
3151#else 2833#else
3152 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3153#endif 2835#endif
3154 2836
3155 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
3156 * exp loss on the stone. 2838 * exp loss on the stone.
3157 */ 2839 */
3158 tmp = arch_to_object (archetype::find ("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
3159 sprintf (buf, "%s's gravestone", &op->name); 2841 sprintf (buf, "%s's gravestone", &op->name);
3160 tmp->name = buf; 2842 tmp->name = buf;
3161 sprintf (buf, "%s's gravestones", &op->name); 2843 sprintf (buf, "%s's gravestones", &op->name);
3162 tmp->name_pl = buf; 2844 tmp->name_pl = buf;
3163 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);
3164 tmp->msg = buf; 2846 tmp->msg = buf;
3165 tmp->x = op->x, tmp->y = op->y; 2847 tmp->x = op->x, tmp->y = op->y;
3166 insert_ob_in_map (tmp, op->map, NULL, 0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
3167 2849
3168 /**************************************/ 2850 /**************************************/
3169 /* */ 2851 /* */
3170 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
3171 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
3172 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
3173 /* */ 2855 /* */
3174 /**************************************/ 2856 /**************************************/
3175 2857
3176 /* remove any poisoning and confusion the character may be suffering. */ 2858 /* remove any poisoning and confusion the character may be suffering. */
3177 /* restore player */ 2859 /* restore player */
3178 at = archetype::find ("poisoning"); 2860 at = archetype::find ("poisoning");
3179 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3180 2862
3181 if (tmp) 2863 if (tmp)
3182 { 2864 {
3183 tmp->destroy (); 2865 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3185 } 2867 }
3186 2868
3187 at = archetype::find ("confusion"); 2869 at = archetype::find ("confusion");
3188 tmp = present_arch_in_ob (at, op); 2870 tmp = present_arch_in_ob (at, op);
3189 if (tmp) 2871 if (tmp)
3190 { 2872 {
3191 tmp->destroy (); 2873 tmp->destroy ();
3192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3193 } 2875 }
3194 2876
3195 cure_disease (op, 0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
3196 2878
3197 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
3198 apply_death_exp_penalty (op); 2880 apply_death_exp_penalty (op);
3199 if (op->stats.food < 100) 2881 if (op->stats.food < 100)
3200 op->stats.food = 900; 2882 op->stats.food = 900;
3201 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
3202 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3203 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3204 2886
3205 /* 2887 /*
3206 * 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
3207 * the player has any unpaid items. If so, remove them and put them back 2889 * and put them back in the map.
3208 * in the map. 2890 */
3209 */
3210
3211 if (is_in_shop (op))
3212 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
3213 2892
3214 /****************************************/ 2893 /****************************************/
3215 /* */ 2894 /* */
3216 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
3217 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
3218 /* */ 2897 /* */
3219 /****************************************/ 2898 /****************************************/
3220 2899
3221 enter_player_savebed (op); 2900 enter_player_savebed (op);
3222 2901
3223 /* Save the player before inserting the force to reduce
3224 * chance of abuse.
3225 */
3226 op->contr->braced = 0; 2902 op->contr->braced = 0;
3227 save_player (op, 1);
3228 2903
3229 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3230 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3231 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3232 * on the space that might harm the player. 2907 * on the space that might harm the player.
3233 */ 2908 */
3234 will_kill_again = 0; 2909 will_kill_again = 0;
3235 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)
3236 if (tmp->type == SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
3237 will_kill_again |= tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
3238 2913
3239 if (will_kill_again) 2914 if (will_kill_again)
3240 { 2915 {
3241 object *force; 2916 object *force;
3242 int at; 2917 int at;
3243 2918
3244 force = get_archetype (FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
3245 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
3246 force->speed = 0.1; 2921 force->speed = 0.1;
3247 force->speed_left = -5.0; 2922 force->speed_left = -5.0;
3248 SET_FLAG (force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
3249 for (at = 0; at < NROFATTACKS; at++) 2924 for (at = 0; at < NROFATTACKS; at++)
3250 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
3251 force->resist[at] = 100; 2926 force->resist[at] = 100;
3252 2927
3253 insert_ob_in_ob (force, op); 2928 insert_ob_in_ob (force, op);
3254 fix_player (op); 2929 op->update_stats ();
3255 2930
3256 } 2931 }
3257 2932
3258 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3259 return;
3260 } /* NOT_PERMADETH */
3261 else
3262 {
3263 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3264 * should probably be embedded in an else statement.
3265 */
3266
3267 op->contr->party = NULL;
3268 if (settings.set_title == TRUE)
3269 op->contr->own_title[0] = '\0';
3270 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3271 check_score (op);
3272
3273 if (op->contr->ranges[range_golem])
3274 {
3275 remove_friendly_object (op->contr->ranges[range_golem]);
3276 op->contr->ranges[range_golem]->destroy ();
3277 op->contr->ranges[range_golem] = 0;
3278 }
3279
3280 loot_object (op); /* Remove some of the items for good */
3281 op->remove ();
3282 op->direction = 0;
3283
3284 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3285 {
3286 delete_character (op->name, 0);
3287 if (settings.resurrection == TRUE)
3288 {
3289 /* save playerfile sans equipment when player dies
3290 ** then save it as player.pl.dead so that future resurrection
3291 ** type spells will work on them nicely
3292 */
3293 delete_character (op->name, 0);
3294 op->stats.hp = op->stats.maxhp;
3295 op->stats.food = 999;
3296
3297 /* set the location of where the person will reappear when */
3298 /* maybe resurrection code should fix map also */
3299 strcpy (op->contr->maplevel, settings.emergency_mapname);
3300 if (op->map != NULL)
3301 op->map = NULL;
3302 op->x = settings.emergency_x;
3303 op->y = settings.emergency_y;
3304 save_player (op, 0);
3305 op->map = map;
3306 /* please see resurrection.c: peterm */
3307 dead_player (op);
3308 }
3309 else
3310 delete_character (op->name, 1);
3311 }
3312
3313 play_again (op);
3314
3315 /* peterm: added to create a corpse at deathsite. */
3316 tmp = arch_to_object (archetype::find ("corpse_pl"));
3317 sprintf (buf, "%s", &op->name);
3318 tmp->name = tmp->name_pl = buf;
3319 tmp->level = op->level;
3320 tmp->x = x;
3321 tmp->y = y;
3322 tmp->msg = gravestone_text (op);
3323 SET_FLAG (tmp, FLAG_UNIQUE);
3324 insert_ob_in_map (tmp, map, NULL, 0);
3325 }
3326} 2934}
3327
3328 2935
3329void 2936void
3330loot_object (object *op) 2937loot_object (object *op)
3331{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3332 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3333 2940
3334 if (op->container) 2941 op->close_container (); /* close open sack first */
3335 { /* close open sack first */
3336 esrv_apply_container (op, op->container);
3337 }
3338 2942
3339 for (tmp = op->inv; tmp != NULL; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3340 { 2944 {
3341 next = tmp->below; 2945 next = tmp->below;
3342 if (tmp->type == EXPERIENCE || tmp->invisible) 2946
2947 if (tmp->invisible)
3343 continue; 2948 continue;
2949
3344 tmp->remove (); 2950 tmp->remove ();
3345 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3346 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3347 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3348 loot_object (tmp); 2955
3349 }
3350 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))))
3351 { 2957 {
3352 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3353 { 2959 {
3354 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3355 tmp2->destroy (); 2961 tmp2->destroy ();
3366/* 2972/*
3367 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3368 * 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
3369 * was changed. 2975 * was changed.
3370 */ 2976 */
3371
3372void 2977void
3373fix_weight (void) 2978fix_weight (void)
3374{ 2979{
3375 player *pl; 2980 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 { 2981 {
3379 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3380 2983
3381 if (old == sum) 2984 if (old == sum)
3382 continue; 2985 continue;
3383 fix_player (pl->ob); 2986 pl->ob->update_stats ();
3384 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);
3385 } 2988 }
3386} 2989}
3387 2990
3388void 2991void
3389fix_luck (void) 2992fix_luck (void)
3390{ 2993{
3391 player *pl; 2994 for_all_players (pl)
3392
3393 for (pl = first_player; pl != NULL; pl = pl->next)
3394 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3395 change_luck (pl->ob, 0); 2996 pl->ob->change_luck (0);
3396} 2997}
3397
3398 2998
3399/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3400 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3401 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3402 */ 3002 */
3403
3404void 3003void
3405cast_dust (object *op, object *throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3406{ 3005{
3407 object *skop, *spob; 3006 object *skop, *spob;
3408 3007
3442 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3443 { 3042 {
3444 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3445 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3446 } 3045 }
3046
3447 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3448} 3048}
3449 3049
3450int 3050int
3451is_true_undead (object *op) 3051is_true_undead (object *op)
3452{ 3052{
3453 object *tmp = NULL;
3454
3455 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3456 return 1; 3054 return 1;
3457 3055
3458 if (op->type == PLAYER)
3459 for (tmp = op->inv; tmp; tmp = tmp->below)
3460 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3461 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3462 return 1;
3463 return 0; 3056 return 0;
3464} 3057}
3465 3058
3466/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3467 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3523 3116
3524 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3525 3118
3526 /* 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! */
3527 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3528 {
3529 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3530 { 3122 {
3531 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!");
3532 make_visible (op); 3124 make_visible (op);
3533 return; 3125 return;
3534 } 3126 }
3535 else 3127 else
3536 num += 20; 3128 num += 20;
3537 } 3129
3538 num += op->map->difficulty; 3130 num += op->map->difficulty;
3539 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3540 num -= hide; 3132 num -= hide;
3133
3541 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3542 { 3135 {
3543 make_visible (op); 3136 make_visible (op);
3544 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3545 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!");
3546 } 3139 }
3547 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3548 {
3549 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);
3550 }
3551} 3142}
3552 3143
3553/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3554 3145
3555int 3146int
3582 if (mflags & P_OUT_OF_MAP) 3173 if (mflags & P_OUT_OF_MAP)
3583 continue; 3174 continue;
3584 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)))
3585 continue; 3176 continue;
3586 3177
3587 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)
3588 { 3179 {
3589 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))
3590 return 1; 3181 return 1;
3591 else if (tmp->type == PLAYER) 3182 else if (tmp->type == PLAYER)
3592 { 3183 {
3622 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3623 { 3214 {
3624 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3625 return -1; 3216 return -1;
3626 } 3217 }
3218
3627 if (!pl || !op) 3219 if (!pl || !op)
3628 return 0; 3220 return 0;
3629 3221
3630 if (op->head)
3631 {
3632 op = op->head; 3222 op = op->head_ ();
3633 } 3223
3634 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3635 3225
3636 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3637 * through the object and find if it has any 3227 * through the object and find if it has any
3638 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3646 3236
3647 /* only the viewable area the player sees is updated by LOS 3237 /* only the viewable area the player sees is updated by LOS
3648 * 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
3649 * for any meaningful values. 3239 * for any meaningful values.
3650 */ 3240 */
3651 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3652 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3653 !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)])
3654 return 1; 3244 return 1;
3655 op = op->more; 3245 op = op->more;
3656 } 3246 }
3657 return 0; 3247 return 0;
3658} 3248}
3755 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3756 int i = 0, j = 0; 3346 int i = 0, j = 0;
3757 3347
3758 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3759 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3760 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3761 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3762 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3763 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3764 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3765 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3766 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3767 3357
3768 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3769 return; 3359 return;
3770 3360
3771 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++);
3772 3362
3773 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3774 { 3364 {
3775 /* 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]); */
3776 return; 3366 return;
3777 } 3367 }
3778 3368
3844 { 3434 {
3845 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3846 object *skin; 3436 object *skin;
3847 3437
3848 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3849 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
3850 if (skin == NULL) 3443 if (!skin)
3851 return; 3444 return;
3852 3445
3853 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3854 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3855 { 3448 {
3900 * not readied. 3493 * not readied.
3901 */ 3494 */
3902void 3495void
3903player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3904{ 3497{
3905 rangetype i;
3906
3907 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))
3908 {
3909 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3910 { 3500 {
3911 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3912 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3913 {
3914 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3915 }
3916 } 3504 }
3917 }
3918} 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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