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Comparing deliantra/server/server/player.C (file contents):
Revision 1.35 by root, Thu Dec 14 00:01:35 2006 UTC vs.
Revision 1.115 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 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 374 set_first_map (pl->ob);
344 375
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 376 return pl;
353} 377}
354 378
355/* 379/*
356 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
366 { 390 {
367 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
368 at = first_archetype; 392 at = first_archetype;
369 else 393 else
370 at = at->next; 394 at = at->next;
395
371 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
372 return at; 397 return at;
398
373 if (at == start) 399 if (at == start)
374 { 400 {
375 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 402 exit (-1);
377 } 403 }
378 } 404 }
379} 405}
380 406
381
382object * 407object *
383get_nearest_player (object *mon) 408get_nearest_player (object *mon)
384{ 409{
385 object *op = NULL; 410 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 411 objectlink *ol;
388 unsigned lastdist; 412 unsigned lastdist;
389 rv_vector rv; 413 rv_vector rv;
390 414
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 416 {
393 /* 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
394 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 424 object *tmp = ol->ob;
401 425
402 /* 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
403 * itself will have been cleared. 427 * itself will have been cleared.
404 */ 428 */
405 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 ());
406 ol = ol->next; 431 ol = ol->next;
407 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
408 if (!ol) 433 if (!ol)
409 return op; 434 return op;
410 } 435 }
423 { 448 {
424 op = ol->ob; 449 op = ol->ob;
425 lastdist = rv.distance; 450 lastdist = rv.distance;
426 } 451 }
427 } 452 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 453
429 { 454 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
434 { 457 {
435 op = pl->ob; 458 op = pl->ob;
436 lastdist = rv.distance; 459 lastdist = rv.distance;
437 } 460 }
438 } 461
439 }
440#if 0 462#if 0
441 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)");
442#endif 464#endif
443 return op; 465 return op;
444} 466}
462 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 486 * is probably not a good thing.
465 */ 487 */
466#define MAX_SPACES 50 488#define MAX_SPACES 50
467
468 489
469/* 490/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 524 x = mon->x;
504 y = mon->y; 525 y = mon->y;
505 m = mon->map; 526 m = mon->map;
506 dir = rv.direction; 527 dir = rv.direction;
507 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 */
508 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
509 /* 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. */
510 if (diff > max) 532 if (diff > max)
511 return 0; 533 return 0;
534
512 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
513 { 536 {
514 lastx = x; 537 lastx = x;
515 lasty = y; 538 lasty = y;
516 lastmap = m; 539 lastmap = m;
598 max--; 621 max--;
599 lastdir = dir; 622 lastdir = dir;
600 if (!firstdir) 623 if (!firstdir)
601 firstdir = dir; 624 firstdir = dir;
602 } 625 }
626
603 if (diff <= 1) 627 if (diff <= 1)
604 { 628 {
605 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 630 * headed toward player for entire distance.
607 */ 631 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 634 }
635
611 if (diff > max) 636 if (diff > max)
612 return 0; 637 return 0;
613 } 638 }
639
614 /* 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 */
615 if (!max) 641 if (!max)
616 return 0; 642 return 0;
617 643
618 return firstdir; 644 return firstdir;
711 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
712 link_player_skills (pl); 738 link_player_skills (pl);
713} 739}
714 740
715void 741void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
800{ 743{
801 if (party == NULL) 744 if (party == NULL)
802 { 745 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 747 return;
805 } 748 }
749
806 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 754}
811
812 755
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 757static int
815roll_stat (void) 758roll_stat (void)
816{ 759{
817 int a[4], i, j, k; 760 int a[4], i, j, k;
818 761
819 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
821 764
822 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 766 if (a[i] < k)
824 k = a[i], j = i; 767 k = a[i], j = i;
825 768
826 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 770 if (i != j)
829 k += a[i]; 771 k += a[i];
830 } 772
831 return k; 773 return k;
832} 774}
833 775
834void 776void
835roll_stats (object *op) 777object::roll_stats ()
836{ 778{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 779 int statsort [7];
840 780
841 do 781 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 782 {
852 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
853 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
854 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 793
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
887 801
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 802 stats.exp = 0;
899 op->stats.ac = 0; 803 stats.ac = 0;
900 804
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
909 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
910} 817}
911 818
912void 819void
913Roll_Again (object *op) 820object::swap_stats (int a, int b)
914{ 821{
915 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 825
920void 826 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
922{ 858{
923 signed char tmp;
924 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
925 860
926 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 865}
1041 866
1042/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1046 * not the class. 871 * not the class.
1047 */ 872 */
1048 873void
1049int 874player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 875{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0);
1067 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
1068 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1070 885
1071 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1072 887
1073 if (op->msg) 888 if (ob->msg)
1074 op->msg = NULL; 889 ob->msg = 0;
1075 890
1076 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1077 * to save here. 892 * to save here.
1078 */ 893 */
894 {
895 char buf[MAX_BUF];
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1080 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1081 899
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 900 start_info (ob);
1086 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1088 link_player_skills (op); 903 link_player_skills (ob);
1089 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1090 fix_player (op); 905 ob->update_stats ();
1091 906
1092 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1093 * is one for this race 908 * is one for this race
1094 */ 909 */
1095 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1096 { 911 {
1097 object *tmp; 912 object *tmp;
1098 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1099 914
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1101 tmp = object::create (); 916 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1104 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1107 * default initial map */ 922 * default initial map */
1108 tmp->destroy (); 923 tmp->destroy ();
1109 } 924 }
1110 else 925 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 927}
1114 return 0;
1115 }
1116 928
929void
930player::chargen_race_next ()
931{
1117 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1119 */ 934 */
1120 935
1121 tmp_loop = 0; 936 do
1122 while (!tmp_loop)
1123 { 937 {
1124 shstr name = op->name; 938 shstr name = ob->name;
1125 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1126 940
1127 remove_statbonus (op); 941 ob->remove_statbonus ();
1128 op->remove (); 942 ob->remove ();
1129 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1130 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1131 op->instantiate (); 945 ob->instantiate ();
1132 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1133 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1134 op->x = x; 948 ob->x = x;
1135 op->y = y; 949 ob->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1138 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1139 add_statbonus (op); 953 ob->add_statbonus ();
1140 tmp_loop = allowed_class (op);
1141 } 954 }
955 while (!allowed_class (ob));
1142 956
1143 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1145 fix_player (op); 959 ob->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1148 op->stats.grace = 0; 962 ob->stats.grace = 0;
1149
1150 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 maptile *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 963}
1205 964
1206void 965void
1207flee_player (object *op) 966flee_player (object *op)
1208{ 967{
1238 { 997 {
1239 op->enemy = NULL; 998 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1000 return;
1242 } 1001 }
1002
1243 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1244 1004
1245 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1247 { 1007 {
1248 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1249 1009
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1011 return;
1253 }
1254 } 1012 }
1013
1255 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1016 op->enemy = NULL;
1258} 1017}
1259 1018
1265int 1024int
1266check_pick (object *op) 1025check_pick (object *op)
1267{ 1026{
1268 object *tmp, *next; 1027 object *tmp, *next;
1269 int stop = 0; 1028 int stop = 0;
1270 int j, k, wvratio; 1029 int wvratio;
1271 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1272 1031
1273 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1274 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1275 return 1; 1034 return 1;
1276 1035
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1106 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1111 }
1112
1381 /* philosophy: 1113 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1118 * example.
1387 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1640 * found object is returned. 1372 * found object is returned.
1641 */ 1373 */
1642object * 1374object *
1643find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1644{ 1376{
1645 object *tmp = NULL; 1377 object *tmp = 0;
1646 1378
1647 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1648 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))
1649 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1650 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1651 return op; 1383 return op;
1384
1652 return tmp; 1385 return tmp;
1653} 1386}
1654 1387
1655/* 1388/*
1656 * 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
1657 * 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
1658 * 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
1659 * 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.
1660 */ 1393 */
1661
1662object * 1394object *
1663find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1664{ 1396{
1665 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1666 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1815 if (!dir) 1547 if (!dir)
1816 { 1548 {
1817 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!");
1818 return 0; 1550 return 0;
1819 } 1551 }
1552
1820 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1821 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1822 else 1555 else
1823 { 1556 {
1824 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1832 { 1565 {
1833 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1834 return 0; 1567 return 0;
1835 } 1568 }
1836 } 1569 }
1570
1837 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1838 { 1572 {
1839 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);
1840 return 0; 1574 return 0;
1841 } 1575 }
1843 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1844 1578
1845 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1846 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1847 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1848 if (bowspeed < 1) 1583 if (bowspeed < 1)
1849 bowspeed = 1; 1584 bowspeed = 1;
1850 1585
1851 if (arrow == NULL) 1586 if (arrow == NULL)
1852 { 1587 {
1858 else 1593 else
1859 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1860 return 0; 1595 return 0;
1861 } 1596 }
1862 } 1597 }
1598
1863 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1865 {
1866 return 0; 1601 return 0;
1867 } 1602
1868 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1869 { 1604 {
1870 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.");
1871 return 0; 1606 return 0;
1872 } 1607 }
1878 return 0; 1613 return 0;
1879 } 1614 }
1880 1615
1881 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1882 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1883 if (arrow == NULL) 1618 if (!arrow)
1884 { 1619 {
1885 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);
1886 return 0; 1621 return 0;
1887 } 1622 }
1623
1888 arrow->set_owner (op); 1624 arrow->set_owner (op);
1889 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1890
1891 arrow->direction = dir; 1626 arrow->direction = dir;
1892 arrow->x = sx;
1893 arrow->y = sy;
1894 1627
1895 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1896 { 1629 {
1897 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1898 fix_player (op); 1631 op->update_stats ();
1899 } 1632 }
1900 1633
1901 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1902 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1903 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1904 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1905 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1906 arrow->spellarg = strdup_local (arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1907 1640
1908 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1909 * 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.
1910 */ 1643 */
1911 1644
1913 1646
1914 /* update the speed */ 1647 /* update the speed */
1915 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1916 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1917 1650
1918 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1919 arrow->speed = 1.0;
1920 update_ob_speed (arrow);
1921 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1922 1653
1923 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1924 { 1655 {
1925 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1935 } 1666 }
1936 1667
1937 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1938 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1939 1670
1940 if (bow->slaying != NULL) 1671 if (bow->slaying)
1941 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1942 1673
1943 arrow->map = m;
1944 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1945 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1946 1676
1947 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);
1948 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1949 1679
1950 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1951 move_arrow (arrow); 1681 move_arrow (arrow);
1952 1682
1953 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1979 } 1709 }
1980 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)
1981 { 1711 {
1982 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1983 wcmod = -1; 1713 wcmod = -1;
1714
1984 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);
1985 } 1716 }
1986 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1987 { 1718 {
1988 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);
2058 1789
2059 if (item->arch) 1790 if (item->arch)
2060 { 1791 {
2061 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2062 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2063 item->speed = 0; 1794 item->set_speed (0);
2064 update_ob_speed (item);
2065 } 1795 }
1796
2066 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2067 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2068 } 1799 }
2069 } 1800 }
2070 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2071 {
2072 drain_rod_charge (item); 1802 drain_rod_charge (item);
2073 }
2074 } 1803 }
2075} 1804}
2076 1805
2077/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2078 */ 1807 */
2101 case range_misc: 1830 case range_misc:
2102 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
2103 return; 1832 return;
2104 1833
2105 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
2106 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2107 {
2108 op->contr->ranges[range_golem] = 0;
2109 op->contr->shoottype = range_none;
2110 }
2111 else
2112 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
2113 return; 1836 return;
2114 1837
2115 case range_skill: 1838 case range_skill:
2116 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
2117 { 1840 {
2118 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
2119 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
2120 return; 1844 return;
2121 } 1845 }
1846
2122 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
2123 return; 1848 return;
2124 case range_builder: 1849 case range_builder:
2125 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
2126 return; 1851 return;
2127 default: 1852 default:
2128 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2129 return; 1854 return;
2130 } 1855 }
2131} 1856}
2132
2133
2134 1857
2135/* find_key 1858/* find_key
2136 * 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
2137 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
2138 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
2140 * pl is the player, 1863 * pl is the player,
2141 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
2142 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
2143 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
2144 */ 1867 */
2145
2146object * 1868object *
2147find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
2148{ 1870{
2149 object *tmp, *key; 1871 object *tmp, *key;
2150 1872
2151 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
2152 if (container->inv == NULL) 1874 if (!container->inv)
2153 return NULL; 1875 return 0;
2154 1876
2155 /* 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 */
2156 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
2157 { 1879 {
2158 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
2159 break; 1881 break;
2160 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
2161 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
2162 */ 1884 */
2163 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2164 break; 1886 break;
2165 } 1887 }
1888
2166 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
2167 /* 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.
2168 * 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
2169 * a key, return 1892 * a key, return
2170 */ 1893 */
2171 if (!tmp) 1894 if (!tmp)
2172 { 1895 {
2173 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2174 { 1897 {
2175 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
2176 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
2177 { 1900 {
2178 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
2179 return key; 1902 return key;
2180 } 1903 }
2181 } 1904 }
1905
2182 if (!tmp) 1906 if (!tmp)
2183 return NULL; 1907 return NULL;
2184 } 1908 }
1909
2185 /* 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,
2186 * see if we actually want to use it 1911 * see if we actually want to use it
2187 */ 1912 */
2188 if (pl != container) 1913 if (pl != container)
2189 { 1914 {
2210 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2211 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2212 return NULL; 1937 return NULL;
2213 } 1938 }
2214 } 1939 }
1940
2215 return tmp; 1941 return tmp;
2216} 1942}
2217 1943
2218/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2219 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2221 * 0 otherwise 1947 * 0 otherwise
2222 */ 1948 */
2223static int 1949static int
2224player_attack_door (object *op, object *door) 1950player_attack_door (object *op, object *door)
2225{ 1951{
2226
2227 /* 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,
2228 * 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 -
2229 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
2230 */ 1955 */
2231 object *key = find_key (op, op, door); 1956 object *key = find_key (op, op, door);
2238 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);
2239 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2240 make_visible (op); 1965 make_visible (op);
2241 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2242 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2243 if (door->type == DOOR) 1969 if (door->type == DOOR)
2244 {
2245 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 */
2246 }
2247 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2248 { 1972 {
2249 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));
2250 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2251 } 1975 }
1976
2252 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2253 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2254 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2255 if (container != op) 1980 if (container != op)
2256 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2257 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2258 } 1984 }
2259 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2260 { 1986 {
2261 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2262 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2263 return 1; 1989 return 1;
2264 } 1990 }
1991
2265 return 0; 1992 return 0;
2266} 1993}
2267 1994
2268/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2269 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2270 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2271 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2272 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2273 */ 2000 */
2274
2275void 2001void
2276move_player_attack (object *op, int dir) 2002move_player_attack (object *op, int dir)
2277{ 2003{
2278 object *tmp, *mon; 2004 object *tmp, *mon;
2279 sint16 nx, ny; 2005 sint16 nx, ny;
2281 maptile *m; 2007 maptile *m;
2282 2008
2283 nx = freearr_x[dir] + op->x; 2009 nx = freearr_x[dir] + op->x;
2284 ny = freearr_y[dir] + op->y; 2010 ny = freearr_y[dir] + op->y;
2285 2011
2286 on_battleground = op_on_battleground (op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2287 2013
2288 /* 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
2289 * 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
2290 * 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
2291 * player. This is a pretty nasty hack, because if we could 2017 * player. This is a pretty nasty hack, because if we could
2296 */ 2022 */
2297 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))
2298 { 2024 {
2299 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2300 { 2026 {
2301 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2302 if (!m) 2028 if (!m)
2303 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2304 } 2030 }
2305 else 2031 else
2306 m = op->map; 2032 m = op->map;
2307 2033
2308 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2309 {
2310 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2311 return; 2035 return;
2312 }
2313 2036
2314 mon = NULL; 2037 mon = 0;
2315 /* 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
2316 * 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.
2317 * 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
2318 * on the space 2041 * on the space
2319 */ 2042 */
2320 while (tmp != NULL) 2043 while (tmp)
2321 { 2044 {
2322 if (tmp == op) 2045 if (tmp == op)
2323 { 2046 {
2324 tmp = tmp->above; 2047 tmp = tmp->above;
2325 continue; 2048 continue;
2335 mon = tmp; 2058 mon = tmp;
2336 2059
2337 tmp = tmp->above; 2060 tmp = tmp->above;
2338 } 2061 }
2339 2062
2340 if (mon == NULL) /* This happens anytime the player tries to move */ 2063 if (!mon) /* This happens anytime the player tries to move */
2341 return; /* into a wall */ 2064 return; /* into a wall */
2342 2065
2343 if (mon->head != NULL) 2066 if (mon->head)
2344 mon = mon->head; 2067 mon = mon->head;
2345 2068
2346 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))
2347 if (player_attack_door (op, mon)) 2070 if (player_attack_door (op, mon))
2348 return; 2071 return;
2370 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2371 { 2094 {
2372 /* 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 */
2373 if (op->contr->braced) 2096 if (op->contr->braced)
2374 return; 2097 return;
2098
2375 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);
2376 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2377 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2378 make_visible (op); 2102 make_visible (op);
2103
2379 return; 2104 return;
2380 } 2105 }
2381 2106
2382 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2383 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2385 * attack them either. 2110 * attack them either.
2386 */ 2111 */
2387 if ((mon->type == PLAYER || mon->enemy != op) && 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2388 (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)) && (
2389#ifdef PROHIBIT_PLAYERKILL 2114#ifdef PROHIBIT_PLAYERKILL
2390 (op->contr->peaceful 2115 (op->contr->peaceful
2391 || (mon->type == PLAYER 2116 || (mon->type == PLAYER
2392 && mon->contr-> 2117 && mon->contr->
2393 peaceful)) && 2118 peaceful)) &&
2394#else 2119#else
2395 op->contr->peaceful && 2120 op->contr->peaceful &&
2396#endif 2121#endif
2397 !on_battleground)) 2122 !on_battleground))
2398 { 2123 {
2399 if (!op->contr->braced) 2124 if (!op->contr->braced)
2400 { 2125 {
2401 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);
2402 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2403 } 2128 }
2404 else 2129 else
2405 {
2406 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2407 } 2131
2408 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2409 make_visible (op); 2133 make_visible (op);
2410 } 2134 }
2411 2135
2412 /* If the object is a boulder or other rollable object, then 2136 /* If the object is a boulder or other rollable object, then
2423 * Way it works is like this: First, it must have some hit points 2147 * Way it works is like this: First, it must have some hit points
2424 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2425 * 1) Not a player, 2) A player, but of a different party. Note 2149 * 1) Not a player, 2) A player, but of a different party. Note
2426 * that party_number -1 is no party, so attacks can still happen. 2150 * that party_number -1 is no party, so attacks can still happen.
2427 */ 2151 */
2428
2429 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2430 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2431 { 2154 {
2432 2155
2433 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2440 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2441 2164
2442 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 */
2443 } 2166 }
2444 2167
2445 skill_attack (mon, op, 0, NULL, NULL); 2168 skill_attack (mon, op, 0, 0, 0);
2446 2169
2447 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2448 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2449 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2450 * the wiz. 2173 * the wiz.
2452 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))
2453 { 2176 {
2454 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2455 2178
2456 mon->contr->has_hit = 1; 2179 mon->contr->has_hit = 1;
2457 skill_attack (op, mon, 0, NULL, NULL); 2180 skill_attack (op, mon, 0, 0, 0);
2458 mon->stats.luck = luck; 2181 mon->stats.luck = luck;
2459 } 2182 }
2183
2460 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2461 make_visible (op); 2185 make_visible (op);
2462 } 2186 }
2463 } /* if player should attack something */ 2187 } /* if player should attack something */
2464} 2188}
2466int 2190int
2467move_player (object *op, int dir) 2191move_player (object *op, int dir)
2468{ 2192{
2469 int pick; 2193 int pick;
2470 2194
2471 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2472 return 0; 2196 return 0;
2473 2197
2474 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2475 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2476 { 2200 {
2477 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2478 return 0; 2202 return 0;
2479 } 2203 }
2480 2204
2481 /* peterm: added following line */ 2205 /* peterm: added following line */
2482 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2483 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2484 2208
2485 op->facing = dir; 2209 op->facing = dir;
2486 2210
2487 if (op->hide) 2211 if (op->hide)
2488 do_hidden_move (op); 2212 do_hidden_move (op);
2499 2223
2500 /* 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
2501 * server can handle repeat firing. 2225 * server can handle repeat firing.
2502 */ 2226 */
2503 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2504 {
2505 op->direction = dir; 2228 op->direction = dir;
2506 }
2507 else 2229 else
2508 {
2509 op->direction = 0; 2230 op->direction = 0;
2510 } 2231
2511 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2512 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2513 * for players. 2234 * for players.
2514 */ 2235 */
2515 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2524 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2525 */ 2246 */
2526int 2247int
2527handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2528{ 2249{
2529 if (op->contr->hidden)
2530 {
2531 op->invisible = 1000;
2532 /* the socket code flashes the player visible/invisible
2533 * depending on the value of invisible, so we need to
2534 * alternate it here for it to work correctly.
2535 */
2536 if (pticks & 2)
2537 op->invisible--;
2538 }
2539 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2540 {
2541 op->invisible--;
2542 if (!op->invisible)
2543 {
2544 make_visible (op);
2545 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2546 }
2547 }
2548
2549 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2550 { 2251 {
2551 flee_player (op); 2252 flee_player (op);
2552 /* 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 */
2553 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2554 { 2255 {
2555 op->speed_left--; 2256 op->speed_left--;
2556 return 0; 2257 return 0;
2557 } 2258 }
2558 } 2259 }
2559
2560 /* I've been seeing crashes where the golem has been destroyed, but
2561 * the player object still points to the defunct golem. The code that
2562 * destroys the golem looks correct, and it doesn't always happen, so
2563 * put this in a a workaround to clean up the golem pointer.
2564 */
2565 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2566 op->contr->ranges[range_golem] = 0;
2567 2260
2568 /* 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
2569 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2570 * called, so we recheck it here. 2263 * called, so we recheck it here.
2571 */ 2264 */
2572 HandleClient (&op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2266 return 1;
2267
2573 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2574 return 0; 2269 {
2575
2576 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2577 { 2271 {
2578 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2579 op->speed_left--; 2273 op->speed_left--;
2580 2274
2581 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2582 * 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
2583 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2584 */ 2278 */
2585 move_player (op, op->direction); 2279 move_player (op, op->direction);
2586 if (op->speed_left > 0) 2280
2587 return 1; 2281 return op->speed_left > 0;
2588 else 2282 }
2589 return 0;
2590 } 2283 }
2284
2591 return 0; 2285 return 0;
2592} 2286}
2593 2287
2594int 2288int
2595save_life (object *op) 2289save_life (object *op)
2596{ 2290{
2597 object *tmp;
2598
2599 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2600 return 0; 2292 return 0;
2601 2293
2602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2603 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2604 { 2296 {
2605 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);
2606 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));
2607 2299
2615 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2616 2308
2617 if (op->stats.food < 0) 2309 if (op->stats.food < 0)
2618 op->stats.food = 999; 2310 op->stats.food = 999;
2619 2311
2620 fix_player (op); 2312 op->update_stats ();
2621 return 1; 2313 return 1;
2622 } 2314 }
2315
2623 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2624 CLEAR_FLAG (op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625 enter_player_savebed (op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2626 return 0; 2319 return 0;
2627} 2320}
2632 * from. 2325 * from.
2633 */ 2326 */
2634void 2327void
2635remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2636{ 2329{
2637 object *next;
2638
2639 while (op) 2330 while (op)
2640 { 2331 {
2641 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' */
2642 * we remove object 'op' 2333
2643 */
2644 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2645 { 2335 {
2646 op->remove ();
2647 op->x = env->x;
2648 op->y = env->y;
2649 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2650 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2651 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2652 } 2340 }
2653 else if (op->inv) 2341 else if (op->inv)
2654 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2655 op = next; 2344 op = next;
2656 } 2345 }
2657} 2346}
2658
2659 2347
2660/* 2348/*
2661 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2662 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2663 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2674 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2675 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2676 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2677 else 2365 else
2678 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2679 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2680 strcat (buf2, buf); 2369 strcat (buf2, buf);
2681 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2682 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);
2683 else 2372 else
2684 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
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2376 strcat (buf2, buf);
2687 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2688 { 2378 {
2689 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2690 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2381 strcat (buf2, buf);
2692 } 2382 }
2383
2693 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2694 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2695 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2696 return buf2; 2388 return buf2;
2697} 2389}
2698
2699
2700 2390
2701void 2391void
2702do_some_living (object *op) 2392do_some_living (object *op)
2703{ 2393{
2704 int last_food = op->stats.food; 2394 int last_food = op->stats.food;
2710 int rate_grace = 2000; 2400 int rate_grace = 2000;
2711 const int max_hp = 1; 2401 const int max_hp = 1;
2712 const int max_sp = 1; 2402 const int max_sp = 1;
2713 const int max_grace = 1; 2403 const int max_grace = 1;
2714 2404
2715 if (op->contr->outputs_sync) 2405 if (op->contr->hidden)
2716 {
2717 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2718 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2719 flush_output_element (op, &op->contr->outputs[i]);
2720 } 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 }
2721 2423
2722 if (op->contr->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2723 { 2425 {
2724
2725 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2726 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2727 if (op->contr->gen_hp >= 0) 2428 if (op->contr->gen_hp >= 0)
2728 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2729 else 2430 else
2730 { 2431 {
2731 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2732 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2733 } 2434 }
2435
2734 if (op->contr->gen_sp >= 0) 2436 if (op->contr->gen_sp >= 0)
2735 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2736 else 2438 else
2737 { 2439 {
2738 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2739 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2740 } 2442 }
2443
2741 if (op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2742 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2743 else 2446 else
2744 { 2447 {
2745 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2746 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2747 } 2450 }
2748 2451
2749 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2750 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2751 { 2454 {
2752 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);
2753 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2754 { 2457 {
2755 op->stats.sp++; 2458 op->stats.sp++;
2761 op->stats.food += op->contr->digestion; 2464 op->stats.food += op->contr->digestion;
2762 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))
2763 op->stats.food = last_food; 2466 op->stats.food = last_food;
2764 } 2467 }
2765 } 2468 }
2469
2766 if (max_sp > 1) 2470 if (max_sp > 1)
2767 { 2471 {
2768 over_sp = (gen_sp + 10) / rate_sp; 2472 over_sp = (gen_sp + 10) / rate_sp;
2769 if (over_sp > 0) 2473 if (over_sp > 0)
2770 { 2474 {
2771 if (op->stats.sp < op->stats.maxsp) 2475 if (op->stats.sp < op->stats.maxsp)
2772 { 2476 {
2773 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2774 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))
2775 op->stats.sp--; 2480 op->stats.sp--;
2481
2776 if (op->stats.sp > op->stats.maxsp) 2482 if (op->stats.sp > op->stats.maxsp)
2777 op->stats.sp = op->stats.maxsp; 2483 op->stats.sp = op->stats.maxsp;
2778 } 2484 }
2779 op->last_sp = 0; 2485 op->last_sp = 0;
2780 } 2486 }
2781 else 2487 else
2782 {
2783 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);
2784 }
2785 } 2489 }
2786 else 2490 else
2787 {
2788 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);
2789 }
2790 } 2492 }
2791 2493
2792 /* Regenerate Grace */ 2494 /* Regenerate Grace */
2793 /* 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. */
2794 if (--op->last_grace < 0) 2496 if (--op->last_grace < 0)
2795 { 2497 {
2796 if (op->stats.grace < op->stats.maxgrace / 2) 2498 if (op->stats.grace < op->stats.maxgrace / 2)
2797 op->stats.grace++; /* no penalty in food for regaining grace */ 2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2798 if (max_grace > 1) 2501 if (max_grace > 1)
2799 { 2502 {
2800 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2801 if (over_grace > 0) 2504 if (over_grace > 0)
2802 { 2505 {
2830 op->stats.food += op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2831 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))
2832 op->stats.food = last_food; 2535 op->stats.food = last_food;
2833 } 2536 }
2834 } 2537 }
2538
2835 if (max_hp > 1) 2539 if (max_hp > 1)
2836 { 2540 {
2837 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2838 if (over_hp > 0) 2542 if (over_hp > 0)
2839 { 2543 {
2863 2567
2864 if (op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2865 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);
2866 else 2570 else
2867 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2868 /* dms do not consume food */ 2573 /* dms do not consume food */
2869 if (!QUERY_FLAG (op, FLAG_WIZ)) 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2870 op->stats.food--; 2575 op->stats.food--;
2871 } 2576 }
2872 }
2873 2577
2874 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2875 { 2579 {
2876 object *tmp, *flesh = NULL; 2580 object *tmp, *flesh = 0;
2877 2581
2878 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2879 { 2583 {
2880 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2881 {
2882 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2883 { 2585 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2884 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.");
2885 manual_apply (op, tmp, 0); 2589 manual_apply (op, tmp, 0);
2886 if (op->stats.food >= 0 || op->stats.hp < 0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2887 break; 2591 break;
2888 } 2592 }
2889 else if (tmp->type == FLESH) 2593 else if (tmp->type == FLESH)
2890 flesh = tmp; 2594 flesh = tmp;
2891 } /* End if paid for object */ 2595 } /* End if paid for object */
2892 } /* end of for loop */ 2596 } /* end of for loop */
2597
2893 /* 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
2894 * eat flesh instead. 2599 * eat flesh instead.
2895 */ 2600 */
2896 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2897 { 2602 {
2898 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.");
2899 manual_apply (op, flesh, 0); 2604 manual_apply (op, flesh, 0);
2900 } 2605 }
2901 } /* end if player is starving */ 2606 }
2902 2607
2903 while (op->stats.food < 0 && op->stats.hp > 0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2904 op->stats.food++, op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2905 2610
2906 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))
2907 kill_player (op); 2612 kill_player (op);
2613 }
2908} 2614}
2909
2910
2911 2615
2912/* 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.
2913 * 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
2914 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2915 * file. 2619 * file.
2945 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!");
2946 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...");
2947 2651
2948 /* restore player */ 2652 /* restore player */
2949 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2950 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2655 {
2953 tmp->destroy (); 2656 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2955 } 2658 }
2956 2659
2957 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2958 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2959 if (tmp)
2960 { 2662 {
2961 tmp->destroy (); 2663 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2963 } 2665 }
2964 2666
2966 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2967 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2968 op->stats.food = 999; 2670 op->stats.food = 999;
2969 2671
2970 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2971 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2972 if (tmp != NULL)
2973 { 2674 {
2974 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2975 tmp->name = buf; 2676 tmp->name = buf;
2976 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2977 " 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",
2978 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2979 tmp->msg = buf; 2680 tmp->msg = buf;
2980 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2981 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2982 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2983 insert_ob_in_map (tmp, op->map, op, 0);
2984 } 2684 }
2985 2685
2986 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2987 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2988 op->contr->braced = 0; 2688 op->contr->braced = 0;
2993 2693
2994 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2995 2695
2996 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2997 { 2697 {
2998 if (op->contr->explore)
2999 {
3000 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3001 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3002 op->stats.food = 999;
3003 return;
3004 }
3005 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
3006 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
3007 } 2700 }
3008 else 2701 else
3009 {
3010 if (op->contr->explore)
3011 {
3012 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3013 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3014 op->stats.hp = op->stats.maxhp;
3015 return;
3016 }
3017 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
3018 } 2703
3019 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3020 2705
3021 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
3022 x = op->x; 2707 x = op->x;
3023 y = op->y; 2708 y = op->y;
3024 map = op->map; 2709 map = op->map;
3025 2710
3026
3027 if (settings.not_permadeth == TRUE)
3028 {
3029 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
3030 * 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.
3031 * 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.
3032 */ 2714 */
3033 2715
3034 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
3035 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
3036 * of death. 2718 * of death.
3037 */ 2719 */
3038#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
3039 if (settings.balanced_stat_loss) 2721 if (settings.balanced_stat_loss)
3040 { 2722 {
3041 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
3042 /* 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
3043 more if they do. */ 2725 more if they do. */
3044 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
3045 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
3046 little bit harder. */ 2728 little bit harder. */
3047 /* GD */ 2729 /* GD */
3048 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
3049 num_stats_lose = 1; 2731 num_stats_lose = 1;
3050 else
3051 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3052 }
3053 else 2732 else
3054 { 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
3055 num_stats_lose = 1; 2736 num_stats_lose = 1;
3056 } 2737
3057 lost_a_stat = 0; 2738 lost_a_stat = 0;
3058 2739
3059 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
3060 { 2741 {
3061 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
3062 2743
3063 if (settings.stat_loss_on_death) 2744 if (settings.stat_loss_on_death)
3064 { 2745 {
3065 /* 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
3066 * what he lost. 2747 * what he lost.
3067 */ 2748 */
3068 change_attr_value (&(op->stats), i, -1); 2749 change_attr_value (&(op->stats), i, -1);
3069 check_stat_bounds (&(op->stats)); 2750 check_stat_bounds (&(op->stats));
3070 change_attr_value (&(op->contr->orig_stats), i, -1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
3071 check_stat_bounds (&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
3072 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3073 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);
3074 } 2767 }
3075 else 2768 lose_this_stat = 1;
2769 if (settings.balanced_stat_loss)
3076 { 2770 {
3077 /* deplete a stat */ 2771 /* GD */
3078 archetype *deparch = archetype::find ("depletion"); 2772 /* Get the stat that we're about to deplete. */
3079 object *dep; 2773 this_stat = get_attr_value (&(dep->stats), i);
3080 2774 if (this_stat < 0)
3081 dep = present_arch_in_ob (deparch, op);
3082 if (!dep)
3083 { 2775 {
3084 dep = arch_to_object (deparch); 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3085 insert_ob_in_ob (dep, op); 2777 int keep_chance = this_stat * this_stat;
3086 } 2778
3087 lose_this_stat = 1; 2779 /* Yes, I am paranoid. Sue me. */
3088 if (settings.balanced_stat_loss)
3089 {
3090 /* GD */
3091 /* Get the stat that we're about to deplete. */
3092 this_stat = get_attr_value (&(dep->stats), i);
3093 if (this_stat < 0) 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)
3094 { 2785 {
3095 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3096 int keep_chance = this_stat * this_stat;
3097
3098 /* Yes, I am paranoid. Sue me. */
3099 if (keep_chance < 1)
3100 keep_chance = 1;
3101
3102 /* There is a maximum depletion total per level. */
3103 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3104 {
3105 lose_this_stat = 0; 2786 lose_this_stat = 0;
3106 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
3107 retain the stat. */ 2788 retain the stat. */
3108 }
3109 else
3110 {
3111 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3112 lose_this_stat = 0;
3113 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3114 this_stat, keep_chance, loss_chance,
3115 lose_this_stat?"LOSE":"KEEP"); */
3116 }
3117 } 2789 }
3118 }
3119
3120 if (lose_this_stat)
3121 {
3122 this_stat = get_attr_value (&(dep->stats), i);
3123 /* We could try to do something clever like find another
3124 * stat to reduce if this fails. But chances are, if
3125 * stats have been depleted to -50, all are pretty low
3126 * and should be roughly the same, so it shouldn't make a
3127 * difference.
3128 */ 2790 else
3129 if (this_stat >= -50)
3130 { 2791 {
3131 change_attr_value (&(dep->stats), i, -1); 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3132 SET_FLAG (dep, FLAG_APPLIED);
3133 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3134 fix_player (op);
3135 lost_a_stat = 1; 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"); */
3136 } 2797 }
3137 } 2798 }
3138 } 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 }
3139 } 2818 }
2819 }
2820 }
3140 /* If no stat lost, tell the player. */ 2821 /* If no stat lost, tell the player. */
3141 if (!lost_a_stat) 2822 if (!lost_a_stat)
3142 { 2823 {
3143 /* determine_god() seems to not work sometimes... why is this? 2824 /* determine_god() seems to not work sometimes... why is this?
3144 Should I be using something else? GD */ 2825 Should I be using something else? GD */
3145 const char *god = determine_god (op); 2826 const char *god = determine_god (op);
3146 2827
3147 if (god && (strcmp (god, "none"))) 2828 if (god && (strcmp (god, "none")))
3148 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3149 else 2830 else
3150 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.");
3151 } 2832 }
3152#else 2833#else
3153 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.");
3154#endif 2835#endif
3155 2836
3156 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
3157 * exp loss on the stone. 2838 * exp loss on the stone.
3158 */ 2839 */
3159 tmp = arch_to_object (archetype::find ("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
3160 sprintf (buf, "%s's gravestone", &op->name); 2841 sprintf (buf, "%s's gravestone", &op->name);
3161 tmp->name = buf; 2842 tmp->name = buf;
3162 sprintf (buf, "%s's gravestones", &op->name); 2843 sprintf (buf, "%s's gravestones", &op->name);
3163 tmp->name_pl = buf; 2844 tmp->name_pl = buf;
3164 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3165 tmp->msg = buf; 2846 tmp->msg = buf;
3166 tmp->x = op->x, tmp->y = op->y; 2847 tmp->x = op->x, tmp->y = op->y;
3167 insert_ob_in_map (tmp, op->map, NULL, 0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
3168 2849
3169 /**************************************/ 2850 /**************************************/
3170 /* */ 2851 /* */
3171 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
3172 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
3173 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
3174 /* */ 2855 /* */
3175 /**************************************/ 2856 /**************************************/
3176 2857
3177 /* remove any poisoning and confusion the character may be suffering. */ 2858 /* remove any poisoning and confusion the character may be suffering. */
3178 /* restore player */ 2859 /* restore player */
3179 at = archetype::find ("poisoning"); 2860 at = archetype::find ("poisoning");
3180 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3181 2862
3182 if (tmp) 2863 if (tmp)
3183 { 2864 {
3184 tmp->destroy (); 2865 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3186 } 2867 }
3187 2868
3188 at = archetype::find ("confusion"); 2869 at = archetype::find ("confusion");
3189 tmp = present_arch_in_ob (at, op); 2870 tmp = present_arch_in_ob (at, op);
3190 if (tmp) 2871 if (tmp)
3191 { 2872 {
3192 tmp->destroy (); 2873 tmp->destroy ();
3193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3194 } 2875 }
3195 2876
3196 cure_disease (op, 0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
3197 2878
3198 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
3199 apply_death_exp_penalty (op); 2880 apply_death_exp_penalty (op);
3200 if (op->stats.food < 100) 2881 if (op->stats.food < 100)
3201 op->stats.food = 900; 2882 op->stats.food = 900;
3202 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
3203 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3204 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3205 2886
3206 /* 2887 /*
3207 * 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
3208 * the player has any unpaid items. If so, remove them and put them back 2889 * and put them back in the map.
3209 * in the map. 2890 */
3210 */
3211
3212 if (is_in_shop (op))
3213 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
3214 2892
3215 /****************************************/ 2893 /****************************************/
3216 /* */ 2894 /* */
3217 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
3218 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
3219 /* */ 2897 /* */
3220 /****************************************/ 2898 /****************************************/
3221 2899
3222 enter_player_savebed (op); 2900 enter_player_savebed (op);
3223 2901
3224 /* Save the player before inserting the force to reduce
3225 * chance of abuse.
3226 */
3227 op->contr->braced = 0; 2902 op->contr->braced = 0;
3228 save_player (op, 1);
3229 2903
3230 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3231 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3232 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3233 * on the space that might harm the player. 2907 * on the space that might harm the player.
3234 */ 2908 */
3235 will_kill_again = 0; 2909 will_kill_again = 0;
3236 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)
3237 if (tmp->type == SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
3238 will_kill_again |= tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
3239 2913
3240 if (will_kill_again) 2914 if (will_kill_again)
3241 { 2915 {
3242 object *force; 2916 object *force;
3243 int at; 2917 int at;
3244 2918
3245 force = get_archetype (FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
3246 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
3247 force->speed = 0.1; 2921 force->speed = 0.1;
3248 force->speed_left = -5.0; 2922 force->speed_left = -5.0;
3249 SET_FLAG (force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
3250 for (at = 0; at < NROFATTACKS; at++) 2924 for (at = 0; at < NROFATTACKS; at++)
3251 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
3252 force->resist[at] = 100; 2926 force->resist[at] = 100;
3253 2927
3254 insert_ob_in_ob (force, op); 2928 insert_ob_in_ob (force, op);
3255 fix_player (op); 2929 op->update_stats ();
3256 2930
3257 } 2931 }
3258 2932
3259 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3260 return;
3261 } /* NOT_PERMADETH */
3262 else
3263 {
3264 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3265 * should probably be embedded in an else statement.
3266 */
3267
3268 op->contr->party = NULL;
3269 if (settings.set_title == TRUE)
3270 op->contr->own_title[0] = '\0';
3271 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3272 check_score (op);
3273
3274 if (op->contr->ranges[range_golem])
3275 {
3276 remove_friendly_object (op->contr->ranges[range_golem]);
3277 op->contr->ranges[range_golem]->destroy ();
3278 op->contr->ranges[range_golem] = 0;
3279 }
3280
3281 loot_object (op); /* Remove some of the items for good */
3282 op->remove ();
3283 op->direction = 0;
3284
3285 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3286 {
3287 delete_character (op->name, 0);
3288 if (settings.resurrection == TRUE)
3289 {
3290 /* save playerfile sans equipment when player dies
3291 ** then save it as player.pl.dead so that future resurrection
3292 ** type spells will work on them nicely
3293 */
3294 delete_character (op->name, 0);
3295 op->stats.hp = op->stats.maxhp;
3296 op->stats.food = 999;
3297
3298 /* set the location of where the person will reappear when */
3299 /* maybe resurrection code should fix map also */
3300 strcpy (op->contr->maplevel, settings.emergency_mapname);
3301 if (op->map != NULL)
3302 op->map = NULL;
3303 op->x = settings.emergency_x;
3304 op->y = settings.emergency_y;
3305 save_player (op, 0);
3306 op->map = map;
3307 /* please see resurrection.c: peterm */
3308 dead_player (op);
3309 }
3310 else
3311 delete_character (op->name, 1);
3312 }
3313
3314 play_again (op);
3315
3316 /* peterm: added to create a corpse at deathsite. */
3317 tmp = arch_to_object (archetype::find ("corpse_pl"));
3318 sprintf (buf, "%s", &op->name);
3319 tmp->name = tmp->name_pl = buf;
3320 tmp->level = op->level;
3321 tmp->x = x;
3322 tmp->y = y;
3323 tmp->msg = gravestone_text (op);
3324 SET_FLAG (tmp, FLAG_UNIQUE);
3325 insert_ob_in_map (tmp, map, NULL, 0);
3326 }
3327} 2934}
3328
3329 2935
3330void 2936void
3331loot_object (object *op) 2937loot_object (object *op)
3332{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3333 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3334 2940
3335 if (op->container) 2941 op->close_container (); /* close open sack first */
3336 { /* close open sack first */
3337 esrv_apply_container (op, op->container);
3338 }
3339 2942
3340 for (tmp = op->inv; tmp != NULL; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3341 { 2944 {
3342 next = tmp->below; 2945 next = tmp->below;
3343 if (tmp->type == EXPERIENCE || tmp->invisible) 2946
2947 if (tmp->invisible)
3344 continue; 2948 continue;
2949
3345 tmp->remove (); 2950 tmp->remove ();
3346 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3347 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3348 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3349 loot_object (tmp); 2955
3350 }
3351 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))))
3352 { 2957 {
3353 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3354 { 2959 {
3355 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3356 tmp2->destroy (); 2961 tmp2->destroy ();
3367/* 2972/*
3368 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3369 * 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
3370 * was changed. 2975 * was changed.
3371 */ 2976 */
3372
3373void 2977void
3374fix_weight (void) 2978fix_weight (void)
3375{ 2979{
3376 player *pl; 2980 for_all_players (pl)
3377
3378 for (pl = first_player; pl != NULL; pl = pl->next)
3379 { 2981 {
3380 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3381 2983
3382 if (old == sum) 2984 if (old == sum)
3383 continue; 2985 continue;
3384 fix_player (pl->ob); 2986 pl->ob->update_stats ();
3385 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);
3386 } 2988 }
3387} 2989}
3388 2990
3389void 2991void
3390fix_luck (void) 2992fix_luck (void)
3391{ 2993{
3392 player *pl; 2994 for_all_players (pl)
3393
3394 for (pl = first_player; pl != NULL; pl = pl->next)
3395 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3396 change_luck (pl->ob, 0); 2996 pl->ob->change_luck (0);
3397} 2997}
3398
3399 2998
3400/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3401 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3402 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3403 */ 3002 */
3404
3405void 3003void
3406cast_dust (object *op, object *throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3407{ 3005{
3408 object *skop, *spob; 3006 object *skop, *spob;
3409 3007
3443 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3444 { 3042 {
3445 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3446 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3447 } 3045 }
3046
3448 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3449} 3048}
3450 3049
3451int 3050int
3452is_true_undead (object *op) 3051is_true_undead (object *op)
3453{ 3052{
3454 object *tmp = NULL;
3455
3456 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3457 return 1; 3054 return 1;
3458 3055
3459 if (op->type == PLAYER)
3460 for (tmp = op->inv; tmp; tmp = tmp->below)
3461 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3462 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3463 return 1;
3464 return 0; 3056 return 0;
3465} 3057}
3466 3058
3467/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3468 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3524 3116
3525 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3526 3118
3527 /* 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! */
3528 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3529 {
3530 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3531 { 3122 {
3532 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!");
3533 make_visible (op); 3124 make_visible (op);
3534 return; 3125 return;
3535 } 3126 }
3536 else 3127 else
3537 num += 20; 3128 num += 20;
3538 } 3129
3539 num += op->map->difficulty; 3130 num += op->map->difficulty;
3540 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3541 num -= hide; 3132 num -= hide;
3133
3542 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3543 { 3135 {
3544 make_visible (op); 3136 make_visible (op);
3545 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3546 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!");
3547 } 3139 }
3548 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3549 {
3550 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);
3551 }
3552} 3142}
3553 3143
3554/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3555 3145
3556int 3146int
3583 if (mflags & P_OUT_OF_MAP) 3173 if (mflags & P_OUT_OF_MAP)
3584 continue; 3174 continue;
3585 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)))
3586 continue; 3176 continue;
3587 3177
3588 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)
3589 { 3179 {
3590 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))
3591 return 1; 3181 return 1;
3592 else if (tmp->type == PLAYER) 3182 else if (tmp->type == PLAYER)
3593 { 3183 {
3623 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3624 { 3214 {
3625 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3626 return -1; 3216 return -1;
3627 } 3217 }
3218
3628 if (!pl || !op) 3219 if (!pl || !op)
3629 return 0; 3220 return 0;
3630 3221
3631 if (op->head)
3632 {
3633 op = op->head; 3222 op = op->head_ ();
3634 } 3223
3635 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3636 3225
3637 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3638 * through the object and find if it has any 3227 * through the object and find if it has any
3639 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3647 3236
3648 /* only the viewable area the player sees is updated by LOS 3237 /* only the viewable area the player sees is updated by LOS
3649 * 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
3650 * for any meaningful values. 3239 * for any meaningful values.
3651 */ 3240 */
3652 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3653 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3654 !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)])
3655 return 1; 3244 return 1;
3656 op = op->more; 3245 op = op->more;
3657 } 3246 }
3658 return 0; 3247 return 0;
3659} 3248}
3756 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3757 int i = 0, j = 0; 3346 int i = 0, j = 0;
3758 3347
3759 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3760 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3761 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3762 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3763 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3764 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3765 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3766 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3767 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3768 3357
3769 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3770 return; 3359 return;
3771 3360
3772 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++);
3773 3362
3774 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3775 { 3364 {
3776 /* 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]); */
3777 return; 3366 return;
3778 } 3367 }
3779 3368
3845 { 3434 {
3846 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3847 object *skin; 3436 object *skin;
3848 3437
3849 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3850 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3441 ;
3442
3851 if (skin == NULL) 3443 if (!skin)
3852 return; 3444 return;
3853 3445
3854 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3855 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3856 { 3448 {
3901 * not readied. 3493 * not readied.
3902 */ 3494 */
3903void 3495void
3904player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3905{ 3497{
3906 rangetype i;
3907
3908 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))
3909 {
3910 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3911 { 3500 {
3912 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3913 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3914 {
3915 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3916 }
3917 } 3504 }
3918 }
3919} 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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