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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.115 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
173 size += strlen (buf); 144 size += strlen (buf);
174 } 145 }
175 } 146 }
176 147
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 151}
285 152
286/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
287static void 154static void
288set_first_map (object *op) 155set_first_map (object *op)
289{ 156{
290 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
291 op->x = -1; 158 op->x = -1;
292 op->y = -1; 159 op->y = -1;
293 enter_exit (op, NULL);
294} 160}
295 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
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
296/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
297 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
298 * mode. 361 * mode.
299 */ 362 */
300 363player *
301int 364player::create ()
302add_player (client_socket *ns)
303{ 365{
304 player *p = new player; 366 player *pl = new player;
305 367
306 p->socket = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 369
309 p->next = first_player; 370 pl->ob->roll_stats ();
310 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
311 373
312 p = get_player (p);
313
314 set_first_map (p->ob); 374 set_first_map (pl->ob);
315 375
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 376 return pl;
324} 377}
325 378
326/* 379/*
327 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
337 { 390 {
338 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
339 at = first_archetype; 392 at = first_archetype;
340 else 393 else
341 at = at->next; 394 at = at->next;
395
342 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
343 return at; 397 return at;
398
344 if (at == start) 399 if (at == start)
345 { 400 {
346 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 402 exit (-1);
348 } 403 }
349 } 404 }
350} 405}
351 406
352
353object * 407object *
354get_nearest_player (object *mon) 408get_nearest_player (object *mon)
355{ 409{
356 object *op = NULL; 410 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 411 objectlink *ol;
359 unsigned lastdist; 412 unsigned lastdist;
360 rv_vector rv; 413 rv_vector rv;
361 414
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 416 {
364 /* 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
365 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 424 object *tmp = ol->ob;
372 425
373 /* 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
374 * itself will have been cleared. 427 * itself will have been cleared.
375 */ 428 */
376 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 ());
377 ol = ol->next; 431 ol = ol->next;
378 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
379 if (!ol) 433 if (!ol)
380 return op; 434 return op;
381 } 435 }
394 { 448 {
395 op = ol->ob; 449 op = ol->ob;
396 lastdist = rv.distance; 450 lastdist = rv.distance;
397 } 451 }
398 } 452 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 453
400 { 454 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
405 { 457 {
406 op = pl->ob; 458 op = pl->ob;
407 lastdist = rv.distance; 459 lastdist = rv.distance;
408 } 460 }
409 } 461
410 }
411#if 0 462#if 0
412 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)");
413#endif 464#endif
414 return op; 465 return op;
415} 466}
433 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 486 * is probably not a good thing.
436 */ 487 */
437#define MAX_SPACES 50 488#define MAX_SPACES 50
438
439 489
440/* 490/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
474 x = mon->x; 524 x = mon->x;
475 y = mon->y; 525 y = mon->y;
476 m = mon->map; 526 m = mon->map;
477 dir = rv.direction; 527 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff > max) 532 if (diff > max)
482 return 0; 533 return 0;
534
483 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
484 { 536 {
485 lastx = x; 537 lastx = x;
486 lasty = y; 538 lasty = y;
487 lastmap = m; 539 lastmap = m;
569 max--; 621 max--;
570 lastdir = dir; 622 lastdir = dir;
571 if (!firstdir) 623 if (!firstdir)
572 firstdir = dir; 624 firstdir = dir;
573 } 625 }
626
574 if (diff <= 1) 627 if (diff <= 1)
575 { 628 {
576 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 630 * headed toward player for entire distance.
578 */ 631 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
581 } 634 }
635
582 if (diff > max) 636 if (diff > max)
583 return 0; 637 return 0;
584 } 638 }
639
585 /* 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 */
586 if (!max) 641 if (!max)
587 return 0; 642 return 0;
588 643
589 return firstdir; 644 return firstdir;
682 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
683 link_player_skills (pl); 738 link_player_skills (pl);
684} 739}
685 740
686void 741void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
771{ 743{
772 if (party == NULL) 744 if (party == NULL)
773 { 745 {
774 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);
775 return; 747 return;
776 } 748 }
749
777 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
780 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:");
781} 754}
782
783 755
784/* 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. */
785int 757static int
786roll_stat (void) 758roll_stat (void)
787{ 759{
788 int a[4], i, j, k; 760 int a[4], i, j, k;
789 761
790 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
792 764
793 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 766 if (a[i] < k)
795 k = a[i], j = i; 767 k = a[i], j = i;
796 768
797 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 770 if (i != j)
800 k += a[i]; 771 k += a[i];
801 } 772
802 return k; 773 return k;
803} 774}
804 775
805void 776void
806roll_stats (object *op) 777object::roll_stats ()
807{ 778{
808 int sum = 0;
809 int i = 0, j = 0;
810 int statsort[7]; 779 int statsort [7];
811 780
812 do 781 for (;;)
813 {
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 } 782 {
823 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
824 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
825 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 793
834 /* a quick and dirty bubblesort? */
835 do
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850
851 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
852 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
853 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
854 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
855 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
858 801
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 802 stats.exp = 0;
870 op->stats.ac = 0; 803 stats.ac = 0;
871 804
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
879 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
880 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
881} 817}
882 818
883void 819void
884Roll_Again (object *op) 820object::swap_stats (int a, int b)
885{ 821{
886 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
889}
890 825
891void 826 stats.Str = contr->orig_stats.Str;
892Swap_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)
893{ 858{
894 signed char tmp;
895 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
896 860
897 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 865}
1012 866
1013/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1017 * not the class. 871 * not the class.
1018 */ 872 */
1019 873void
1020int 874player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 875{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 878
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 880 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1041 882
1042 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1044 885
1045 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1046 887
1047 if (op->msg) 888 if (ob->msg)
1048 op->msg = NULL; 889 ob->msg = 0;
1049 890
1050 /* 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
1051 * to save here. 892 * to save here.
1052 */ 893 */
894 {
895 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1055 899
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 900 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 903 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1064 fix_player (op); 905 ob->update_stats ();
1065 906
1066 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1067 * is one for this race 908 * is one for this race
1068 */ 909 */
1069 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1070 { 911 {
1071 object *tmp; 912 object *tmp;
1072 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1073 914
1074 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1075 tmp = object::create (); 916 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1079 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;
1080 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1081 * default initial map */ 922 * default initial map */
1082 tmp->destroy (); 923 tmp->destroy ();
1083 } 924 }
1084 else 925 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 927}
1088 return 0;
1089 }
1090 928
929void
930player::chargen_race_next ()
931{
1091 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1093 */ 934 */
1094 935
1095 tmp_loop = 0; 936 do
1096 while (!tmp_loop)
1097 { 937 {
1098 shstr name = op->name; 938 shstr name = ob->name;
1099 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1100 940
1101 remove_statbonus (op); 941 ob->remove_statbonus ();
1102 op->remove (); 942 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1105 op->instantiate (); 945 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1108 op->x = x; 948 ob->x = x;
1109 op->y = y; 949 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1113 add_statbonus (op); 953 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 954 }
955 while (!allowed_class (ob));
1116 956
1117 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 959 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 962 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 963}
1179 964
1180void 965void
1181flee_player (object *op) 966flee_player (object *op)
1182{ 967{
1212 { 997 {
1213 op->enemy = NULL; 998 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1000 return;
1216 } 1001 }
1002
1217 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1218 1004
1219 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1221 { 1007 {
1222 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1223 1009
1224 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)))
1225 {
1226 return; 1011 return;
1227 }
1228 } 1012 }
1013
1229 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1016 op->enemy = NULL;
1232} 1017}
1233 1018
1239int 1024int
1240check_pick (object *op) 1025check_pick (object *op)
1241{ 1026{
1242 object *tmp, *next; 1027 object *tmp, *next;
1243 int stop = 0; 1028 int stop = 0;
1244 int j, k, wvratio; 1029 int wvratio;
1245 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1246 1031
1247 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1249 return 1; 1034 return 1;
1250 1035
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else 1106 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1111 }
1112
1355 /* philosophy: 1113 /* philosophy:
1356 * 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
1357 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1359 * 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
1360 * example. 1118 * example.
1361 * 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
1362 * 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
1363 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1614 * found object is returned. 1372 * found object is returned.
1615 */ 1373 */
1616object * 1374object *
1617find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1618{ 1376{
1619 object *tmp = NULL; 1377 object *tmp = 0;
1620 1378
1621 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1622 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))
1623 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1625 return op; 1383 return op;
1384
1626 return tmp; 1385 return tmp;
1627} 1386}
1628 1387
1629/* 1388/*
1630 * 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
1631 * 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
1632 * 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
1633 * 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.
1634 */ 1393 */
1635
1636object * 1394object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1396{
1639 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1789 if (!dir) 1547 if (!dir)
1790 { 1548 {
1791 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!");
1792 return 0; 1550 return 0;
1793 } 1551 }
1552
1794 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1795 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1796 else 1555 else
1797 { 1556 {
1798 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1806 { 1565 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1567 return 0;
1809 } 1568 }
1810 } 1569 }
1570
1811 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1812 { 1572 {
1813 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);
1814 return 0; 1574 return 0;
1815 } 1575 }
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818 1578
1819 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1822 if (bowspeed < 1) 1583 if (bowspeed < 1)
1823 bowspeed = 1; 1584 bowspeed = 1;
1824 1585
1825 if (arrow == NULL) 1586 if (arrow == NULL)
1826 { 1587 {
1832 else 1593 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1834 return 0; 1595 return 0;
1835 } 1596 }
1836 } 1597 }
1598
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1601 return 0;
1841 } 1602
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1604 {
1844 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.");
1845 return 0; 1606 return 0;
1846 } 1607 }
1852 return 0; 1613 return 0;
1853 } 1614 }
1854 1615
1855 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1618 if (!arrow)
1858 { 1619 {
1859 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);
1860 return 0; 1621 return 0;
1861 } 1622 }
1623
1862 arrow->set_owner (op); 1624 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1626 arrow->direction = dir;
1866 arrow->x = sx;
1867 arrow->y = sy;
1868 1627
1869 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1870 { 1629 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op); 1631 op->update_stats ();
1873 } 1632 }
1874 1633
1875 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1879 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1880 arrow->spellarg = strdup_local (arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1881 1640
1882 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1883 * 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.
1884 */ 1643 */
1885 1644
1887 1646
1888 /* update the speed */ 1647 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891 1650
1892 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1896 1653
1897 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1898 { 1655 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1909 } 1666 }
1910 1667
1911 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1912 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1913 1670
1914 if (bow->slaying != NULL) 1671 if (bow->slaying)
1915 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1916 1673
1917 arrow->map = m;
1918 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1676
1921 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);
1922 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1923 1679
1924 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1681 move_arrow (arrow);
1926 1682
1927 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1953 } 1709 }
1954 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)
1955 { 1711 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1713 wcmod = -1;
1714
1958 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);
1959 } 1716 }
1960 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1961 { 1718 {
1962 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);
2032 1789
2033 if (item->arch) 1790 if (item->arch)
2034 { 1791 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2037 item->speed = 0; 1794 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1795 }
1796
2040 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1799 }
2043 } 1800 }
2044 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1802 drain_rod_charge (item);
2047 }
2048 } 1803 }
2049} 1804}
2050 1805
2051/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2052 */ 1807 */
2075 case range_misc: 1830 case range_misc:
2076 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
2077 return; 1832 return;
2078 1833
2079 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
2087 return; 1836 return;
2088 1837
2089 case range_skill: 1838 case range_skill:
2090 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
2091 { 1840 {
2092 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
2093 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
2094 return; 1844 return;
2095 } 1845 }
1846
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return; 1848 return;
2098 case range_builder: 1849 case range_builder:
2099 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
2100 return; 1851 return;
2101 default: 1852 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return; 1854 return;
2104 } 1855 }
2105} 1856}
2106
2107
2108 1857
2109/* find_key 1858/* find_key
2110 * 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
2111 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1863 * pl is the player,
2115 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
2118 */ 1867 */
2119
2120object * 1868object *
2121find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
2122{ 1870{
2123 object *tmp, *key; 1871 object *tmp, *key;
2124 1872
2125 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1874 if (!container->inv)
2127 return NULL; 1875 return 0;
2128 1876
2129 /* 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 */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1879 {
2132 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1881 break;
2134 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
2136 */ 1884 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1886 break;
2139 } 1887 }
1888
2140 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
2141 /* 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.
2142 * 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
2143 * a key, return 1892 * a key, return
2144 */ 1893 */
2145 if (!tmp) 1894 if (!tmp)
2146 { 1895 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1897 {
2149 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1900 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
2153 return key; 1902 return key;
2154 } 1903 }
2155 } 1904 }
1905
2156 if (!tmp) 1906 if (!tmp)
2157 return NULL; 1907 return NULL;
2158 } 1908 }
1909
2159 /* 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,
2160 * see if we actually want to use it 1911 * see if we actually want to use it
2161 */ 1912 */
2162 if (pl != container) 1913 if (pl != container)
2163 { 1914 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2186 return NULL; 1937 return NULL;
2187 } 1938 }
2188 } 1939 }
1940
2189 return tmp; 1941 return tmp;
2190} 1942}
2191 1943
2192/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1947 * 0 otherwise
2196 */ 1948 */
2197static int 1949static int
2198player_attack_door (object *op, object *door) 1950player_attack_door (object *op, object *door)
2199{ 1951{
2200
2201 /* 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,
2202 * 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 -
2203 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
2204 */ 1955 */
2205 object *key = find_key (op, op, door); 1956 object *key = find_key (op, op, door);
2212 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);
2213 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2214 make_visible (op); 1965 make_visible (op);
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2217 if (door->type == DOOR) 1969 if (door->type == DOOR)
2218 {
2219 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 */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2222 { 1972 {
2223 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));
2224 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1975 }
1976
2226 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2229 if (container != op) 1980 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2231 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2232 } 1984 }
2233 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2234 { 1986 {
2235 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 1989 return 1;
2238 } 1990 }
1991
2239 return 0; 1992 return 0;
2240} 1993}
2241 1994
2242/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2247 */ 2000 */
2248
2249void 2001void
2250move_player_attack (object *op, int dir) 2002move_player_attack (object *op, int dir)
2251{ 2003{
2252 object *tmp, *mon; 2004 object *tmp, *mon;
2253 sint16 nx, ny; 2005 sint16 nx, ny;
2255 maptile *m; 2007 maptile *m;
2256 2008
2257 nx = freearr_x[dir] + op->x; 2009 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2010 ny = freearr_y[dir] + op->y;
2259 2011
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2261 2013
2262 /* 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
2263 * 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
2264 * 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
2265 * player. This is a pretty nasty hack, because if we could 2017 * player. This is a pretty nasty hack, because if we could
2270 */ 2022 */
2271 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))
2272 { 2024 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2026 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2276 if (!m) 2028 if (!m)
2277 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2278 } 2030 }
2279 else 2031 else
2280 m = op->map; 2032 m = op->map;
2281 2033
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2035 return;
2286 }
2287 2036
2288 mon = NULL; 2037 mon = 0;
2289 /* 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
2290 * 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.
2291 * 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
2292 * on the space 2041 * on the space
2293 */ 2042 */
2294 while (tmp != NULL) 2043 while (tmp)
2295 { 2044 {
2296 if (tmp == op) 2045 if (tmp == op)
2297 { 2046 {
2298 tmp = tmp->above; 2047 tmp = tmp->above;
2299 continue; 2048 continue;
2309 mon = tmp; 2058 mon = tmp;
2310 2059
2311 tmp = tmp->above; 2060 tmp = tmp->above;
2312 } 2061 }
2313 2062
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2063 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2064 return; /* into a wall */
2316 2065
2317 if (mon->head != NULL) 2066 if (mon->head)
2318 mon = mon->head; 2067 mon = mon->head;
2319 2068
2320 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))
2321 if (player_attack_door (op, mon)) 2070 if (player_attack_door (op, mon))
2322 return; 2071 return;
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2094 {
2346 /* 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 */
2347 if (op->contr->braced) 2096 if (op->contr->braced)
2348 return; 2097 return;
2098
2349 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);
2350 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2102 make_visible (op);
2103
2353 return; 2104 return;
2354 } 2105 }
2355 2106
2356 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2359 * attack them either. 2110 * attack them either.
2360 */ 2111 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2362 (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)) && (
2363#ifdef PROHIBIT_PLAYERKILL 2114#ifdef PROHIBIT_PLAYERKILL
2364 (op->contr->peaceful 2115 (op->contr->peaceful
2365 || (mon->type == PLAYER 2116 || (mon->type == PLAYER
2366 && mon->contr-> 2117 && mon->contr->
2367 peaceful)) && 2118 peaceful)) &&
2368#else 2119#else
2369 op->contr->peaceful && 2120 op->contr->peaceful &&
2370#endif 2121#endif
2371 !on_battleground)) 2122 !on_battleground))
2372 { 2123 {
2373 if (!op->contr->braced) 2124 if (!op->contr->braced)
2374 { 2125 {
2375 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);
2376 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2377 } 2128 }
2378 else 2129 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2131
2382 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2133 make_visible (op);
2384 } 2134 }
2385 2135
2386 /* If the object is a boulder or other rollable object, then 2136 /* If the object is a boulder or other rollable object, then
2397 * Way it works is like this: First, it must have some hit points 2147 * Way it works is like this: First, it must have some hit points
2398 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note 2149 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen. 2150 * that party_number -1 is no party, so attacks can still happen.
2401 */ 2151 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 { 2154 {
2406 2155
2407 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2415 2164
2416 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 */
2417 } 2166 }
2418 2167
2419 skill_attack (mon, op, 0, NULL, NULL); 2168 skill_attack (mon, op, 0, 0, 0);
2420 2169
2421 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2173 * the wiz.
2426 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))
2427 { 2176 {
2428 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2429 2178
2430 mon->contr->has_hit = 1; 2179 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2180 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2181 mon->stats.luck = luck;
2433 } 2182 }
2183
2434 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2435 make_visible (op); 2185 make_visible (op);
2436 } 2186 }
2437 } /* if player should attack something */ 2187 } /* if player should attack something */
2438} 2188}
2440int 2190int
2441move_player (object *op, int dir) 2191move_player (object *op, int dir)
2442{ 2192{
2443 int pick; 2193 int pick;
2444 2194
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2196 return 0;
2447 2197
2448 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2450 { 2200 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2202 return 0;
2453 } 2203 }
2454 2204
2455 /* peterm: added following line */ 2205 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2208
2459 op->facing = dir; 2209 op->facing = dir;
2460 2210
2461 if (op->hide) 2211 if (op->hide)
2462 do_hidden_move (op); 2212 do_hidden_move (op);
2473 2223
2474 /* 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
2475 * server can handle repeat firing. 2225 * server can handle repeat firing.
2476 */ 2226 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2228 op->direction = dir;
2480 }
2481 else 2229 else
2482 {
2483 op->direction = 0; 2230 op->direction = 0;
2484 } 2231
2485 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2234 * for players.
2488 */ 2235 */
2489 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2498 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2499 */ 2246 */
2500int 2247int
2501handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2502{ 2249{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2251 {
2525 flee_player (op); 2252 flee_player (op);
2526 /* 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 */
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2255 {
2529 op->speed_left--; 2256 op->speed_left--;
2530 return 0; 2257 return 0;
2531 } 2258 }
2532 } 2259 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2260
2542 /* 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
2543 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2263 * called, so we recheck it here.
2545 */ 2264 */
2546 HandleClient (op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2266 return 1;
2267
2547 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2548 return 0; 2269 {
2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2271 {
2552 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2273 op->speed_left--;
2554 2274
2555 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2556 * 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
2557 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2558 */ 2278 */
2559 move_player (op, op->direction); 2279 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2280
2561 return 1; 2281 return op->speed_left > 0;
2562 else 2282 }
2563 return 0;
2564 } 2283 }
2284
2565 return 0; 2285 return 0;
2566} 2286}
2567 2287
2568int 2288int
2569save_life (object *op) 2289save_life (object *op)
2570{ 2290{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2292 return 0;
2575 2293
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2296 {
2579 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);
2580 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));
2581 2299
2589 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2590 2308
2591 if (op->stats.food < 0) 2309 if (op->stats.food < 0)
2592 op->stats.food = 999; 2310 op->stats.food = 999;
2593 2311
2594 fix_player (op); 2312 op->update_stats ();
2595 return 1; 2313 return 1;
2596 } 2314 }
2315
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2319 return 0;
2601} 2320}
2606 * from. 2325 * from.
2607 */ 2326 */
2608void 2327void
2609remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2610{ 2329{
2611 object *next;
2612
2613 while (op) 2330 while (op)
2614 { 2331 {
2615 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' */
2616 * we remove object 'op' 2333
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2335 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2626 } 2340 }
2627 else if (op->inv) 2341 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2629 op = next; 2344 op = next;
2630 } 2345 }
2631} 2346}
2632
2633 2347
2634/* 2348/*
2635 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2365 else
2652 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2369 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2656 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);
2657 else 2372 else
2658 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
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2376 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2662 { 2378 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2381 strcat (buf2, buf);
2666 } 2382 }
2383
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2670 return buf2; 2388 return buf2;
2671} 2389}
2672
2673
2674 2390
2675void 2391void
2676do_some_living (object *op) 2392do_some_living (object *op)
2677{ 2393{
2678 int last_food = op->stats.food; 2394 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2400 int rate_grace = 2000;
2685 const int max_hp = 1; 2401 const int max_hp = 1;
2686 const int max_sp = 1; 2402 const int max_sp = 1;
2687 const int max_grace = 1; 2403 const int max_grace = 1;
2688 2404
2689 if (op->contr->outputs_sync) 2405 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 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 }
2695 2423
2696 if (op->contr->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2697 { 2425 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2428 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2430 else
2704 { 2431 {
2705 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2434 }
2435
2708 if (op->contr->gen_sp >= 0) 2436 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2438 else
2711 { 2439 {
2712 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2442 }
2443
2715 if (op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2446 else
2718 { 2447 {
2719 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2450 }
2722 2451
2723 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2725 { 2454 {
2726 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);
2727 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2728 { 2457 {
2729 op->stats.sp++; 2458 op->stats.sp++;
2735 op->stats.food += op->contr->digestion; 2464 op->stats.food += op->contr->digestion;
2736 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))
2737 op->stats.food = last_food; 2466 op->stats.food = last_food;
2738 } 2467 }
2739 } 2468 }
2469
2740 if (max_sp > 1) 2470 if (max_sp > 1)
2741 { 2471 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2472 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2473 if (over_sp > 0)
2744 { 2474 {
2745 if (op->stats.sp < op->stats.maxsp) 2475 if (op->stats.sp < op->stats.maxsp)
2746 { 2476 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2748 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))
2749 op->stats.sp--; 2480 op->stats.sp--;
2481
2750 if (op->stats.sp > op->stats.maxsp) 2482 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2483 op->stats.sp = op->stats.maxsp;
2752 } 2484 }
2753 op->last_sp = 0; 2485 op->last_sp = 0;
2754 } 2486 }
2755 else 2487 else
2756 {
2757 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);
2758 }
2759 } 2489 }
2760 else 2490 else
2761 {
2762 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);
2763 }
2764 } 2492 }
2765 2493
2766 /* Regenerate Grace */ 2494 /* Regenerate Grace */
2767 /* 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. */
2768 if (--op->last_grace < 0) 2496 if (--op->last_grace < 0)
2769 { 2497 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2498 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2772 if (max_grace > 1) 2501 if (max_grace > 1)
2773 { 2502 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2504 if (over_grace > 0)
2776 { 2505 {
2804 op->stats.food += op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2805 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))
2806 op->stats.food = last_food; 2535 op->stats.food = last_food;
2807 } 2536 }
2808 } 2537 }
2538
2809 if (max_hp > 1) 2539 if (max_hp > 1)
2810 { 2540 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2542 if (over_hp > 0)
2813 { 2543 {
2837 2567
2838 if (op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2839 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);
2840 else 2570 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2842 /* dms do not consume food */ 2573 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2575 op->stats.food--;
2845 } 2576 }
2846 }
2847 2577
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2579 {
2850 object *tmp, *flesh = NULL; 2580 object *tmp, *flesh = 0;
2851 2581
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 { 2583 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2585 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2858 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.");
2859 manual_apply (op, tmp, 0); 2589 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2591 break;
2862 } 2592 }
2863 else if (tmp->type == FLESH) 2593 else if (tmp->type == FLESH)
2864 flesh = tmp; 2594 flesh = tmp;
2865 } /* End if paid for object */ 2595 } /* End if paid for object */
2866 } /* end of for loop */ 2596 } /* end of for loop */
2597
2867 /* 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
2868 * eat flesh instead. 2599 * eat flesh instead.
2869 */ 2600 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2602 {
2872 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.");
2873 manual_apply (op, flesh, 0); 2604 manual_apply (op, flesh, 0);
2874 } 2605 }
2875 } /* end if player is starving */ 2606 }
2876 2607
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2879 2610
2880 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))
2881 kill_player (op); 2612 kill_player (op);
2613 }
2882} 2614}
2883
2884
2885 2615
2886/* 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.
2887 * 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
2888 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2619 * file.
2919 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!");
2920 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...");
2921 2651
2922 /* restore player */ 2652 /* restore player */
2923 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2655 {
2927 tmp->destroy (); 2656 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2658 }
2930 2659
2931 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2662 {
2935 tmp->destroy (); 2663 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2665 }
2938 2666
2940 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2670 op->stats.food = 999;
2943 2671
2944 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2674 {
2948 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2676 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2951 " 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",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2680 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2684 }
2959 2685
2960 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2688 op->contr->braced = 0;
2967 2693
2968 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2969 2695
2970 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2971 { 2697 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
2981 } 2700 }
2982 else 2701 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
2992 } 2703
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2705
2995 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
2996 x = op->x; 2707 x = op->x;
2997 y = op->y; 2708 y = op->y;
2998 map = op->map; 2709 map = op->map;
2999 2710
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * 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.
3005 * 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.
3006 */ 2714 */
3007 2715
3008 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2718 * of death.
3011 */ 2719 */
3012#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2721 if (settings.balanced_stat_loss)
3014 { 2722 {
3015 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
3016 /* 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
3017 more if they do. */ 2725 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2728 little bit harder. */
3021 /* GD */ 2729 /* GD */
3022 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2731 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2732 else
3028 { 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
3029 num_stats_lose = 1; 2736 num_stats_lose = 1;
3030 } 2737
3031 lost_a_stat = 0; 2738 lost_a_stat = 0;
3032 2739
3033 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
3034 { 2741 {
3035 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
3036 2743
3037 if (settings.stat_loss_on_death) 2744 if (settings.stat_loss_on_death)
3038 { 2745 {
3039 /* 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
3040 * what he lost. 2747 * what he lost.
3041 */ 2748 */
3042 change_attr_value (&(op->stats), i, -1); 2749 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats)); 2750 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 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);
3048 } 2767 }
3049 else 2768 lose_this_stat = 1;
2769 if (settings.balanced_stat_loss)
3050 { 2770 {
3051 /* deplete a stat */ 2771 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2772 /* Get the stat that we're about to deplete. */
3053 object *dep; 2773 this_stat = get_attr_value (&(dep->stats), i);
3054 2774 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2775 {
3058 dep = arch_to_object (deparch); 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2777 int keep_chance = this_stat * this_stat;
3060 } 2778
3061 lose_this_stat = 1; 2779 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0) 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)
3068 { 2785 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2786 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2788 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2789 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2790 else
3103 if (this_stat >= -50)
3104 { 2791 {
3105 change_attr_value (&(dep->stats), i, -1); 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1; 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"); */
3110 } 2797 }
3111 } 2798 }
3112 } 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 }
3113 } 2818 }
2819 }
2820 }
3114 /* If no stat lost, tell the player. */ 2821 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2822 if (!lost_a_stat)
3116 { 2823 {
3117 /* determine_god() seems to not work sometimes... why is this? 2824 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2825 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2826 const char *god = determine_god (op);
3120 2827
3121 if (god && (strcmp (god, "none"))) 2828 if (god && (strcmp (god, "none")))
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3123 else 2830 else
3124 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.");
3125 } 2832 }
3126#else 2833#else
3127 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.");
3128#endif 2835#endif
3129 2836
3130 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2838 * exp loss on the stone.
3132 */ 2839 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2841 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2842 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2843 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2844 tmp->name_pl = buf;
3138 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 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);
3139 tmp->msg = buf; 2846 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2847 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2849
3143 /**************************************/ 2850 /**************************************/
3144 /* */ 2851 /* */
3145 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
3148 /* */ 2855 /* */
3149 /**************************************/ 2856 /**************************************/
3150 2857
3151 /* remove any poisoning and confusion the character may be suffering. */ 2858 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2859 /* restore player */
3153 at = archetype::find ("poisoning"); 2860 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3155 2862
3156 if (tmp) 2863 if (tmp)
3157 { 2864 {
3158 tmp->destroy (); 2865 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2867 }
3161 2868
3162 at = archetype::find ("confusion"); 2869 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2870 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2871 if (tmp)
3165 { 2872 {
3166 tmp->destroy (); 2873 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2875 }
3169 2876
3170 cure_disease (op, 0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
3171 2878
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2880 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2881 if (op->stats.food < 100)
3175 op->stats.food = 900; 2882 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2886
3180 /* 2887 /*
3181 * 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
3182 * the player has any unpaid items. If so, remove them and put them back 2889 * and put them back in the map.
3183 * in the map. 2890 */
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
3188 2892
3189 /****************************************/ 2893 /****************************************/
3190 /* */ 2894 /* */
3191 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
3193 /* */ 2897 /* */
3194 /****************************************/ 2898 /****************************************/
3195 2899
3196 enter_player_savebed (op); 2900 enter_player_savebed (op);
3197 2901
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2902 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2903
3204 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2907 * on the space that might harm the player.
3208 */ 2908 */
3209 will_kill_again = 0; 2909 will_kill_again = 0;
3210 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)
3211 if (tmp->type == SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
3213 2913
3214 if (will_kill_again) 2914 if (will_kill_again)
3215 { 2915 {
3216 object *force; 2916 object *force;
3217 int at; 2917 int at;
3218 2918
3219 force = get_archetype (FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2921 force->speed = 0.1;
3222 force->speed_left = -5.0; 2922 force->speed_left = -5.0;
3223 SET_FLAG (force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2924 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2926 force->resist[at] = 100;
3227 2927
3228 insert_ob_in_ob (force, op); 2928 insert_ob_in_ob (force, op);
3229 fix_player (op); 2929 op->update_stats ();
3230 2930
3231 } 2931 }
3232 2932
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2934}
3302
3303 2935
3304void 2936void
3305loot_object (object *op) 2937loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3308 2940
3309 if (op->container) 2941 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2942
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3315 { 2944 {
3316 next = tmp->below; 2945 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2946
2947 if (tmp->invisible)
3318 continue; 2948 continue;
2949
3319 tmp->remove (); 2950 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3321 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2955
3324 }
3325 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))))
3326 { 2957 {
3327 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3328 { 2959 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2961 tmp2->destroy ();
3341/* 2972/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3343 * 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
3344 * was changed. 2975 * was changed.
3345 */ 2976 */
3346
3347void 2977void
3348fix_weight (void) 2978fix_weight (void)
3349{ 2979{
3350 player *pl; 2980 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2981 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 2983
3356 if (old == sum) 2984 if (old == sum)
3357 continue; 2985 continue;
3358 fix_player (pl->ob); 2986 pl->ob->update_stats ();
3359 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);
3360 } 2988 }
3361} 2989}
3362 2990
3363void 2991void
3364fix_luck (void) 2992fix_luck (void)
3365{ 2993{
3366 player *pl; 2994 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2996 pl->ob->change_luck (0);
3371} 2997}
3372
3373 2998
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3377 */ 3002 */
3378
3379void 3003void
3380cast_dust (object *op, object *throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3381{ 3005{
3382 object *skop, *spob; 3006 object *skop, *spob;
3383 3007
3417 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3418 { 3042 {
3419 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3421 } 3045 }
3046
3422 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3423} 3048}
3424 3049
3425int 3050int
3426is_true_undead (object *op) 3051is_true_undead (object *op)
3427{ 3052{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3054 return 1;
3432 3055
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3056 return 0;
3439} 3057}
3440 3058
3441/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3498 3116
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3118
3501 /* 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! */
3502 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3505 { 3122 {
3506 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!");
3507 make_visible (op); 3124 make_visible (op);
3508 return; 3125 return;
3509 } 3126 }
3510 else 3127 else
3511 num += 20; 3128 num += 20;
3512 } 3129
3513 num += op->map->difficulty; 3130 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3132 num -= hide;
3133
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3135 {
3518 make_visible (op); 3136 make_visible (op);
3519 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3520 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!");
3521 } 3139 }
3522 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3523 {
3524 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);
3525 }
3526} 3142}
3527 3143
3528/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3529 3145
3530int 3146int
3557 if (mflags & P_OUT_OF_MAP) 3173 if (mflags & P_OUT_OF_MAP)
3558 continue; 3174 continue;
3559 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)))
3560 continue; 3176 continue;
3561 3177
3562 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)
3563 { 3179 {
3564 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))
3565 return 1; 3181 return 1;
3566 else if (tmp->type == PLAYER) 3182 else if (tmp->type == PLAYER)
3567 { 3183 {
3597 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3598 { 3214 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3216 return -1;
3601 } 3217 }
3218
3602 if (!pl || !op) 3219 if (!pl || !op)
3603 return 0; 3220 return 0;
3604 3221
3605 if (op->head)
3606 {
3607 op = op->head; 3222 op = op->head_ ();
3608 } 3223
3609 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3610 3225
3611 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3227 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3621 3236
3622 /* only the viewable area the player sees is updated by LOS 3237 /* only the viewable area the player sees is updated by LOS
3623 * 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
3624 * for any meaningful values. 3239 * for any meaningful values.
3625 */ 3240 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !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)])
3629 return 1; 3244 return 1;
3630 op = op->more; 3245 op = op->more;
3631 } 3246 }
3632 return 0; 3247 return 0;
3633} 3248}
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3346 int i = 0, j = 0;
3732 3347
3733 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3742 3357
3743 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3744 return; 3359 return;
3745 3360
3746 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++);
3747 3362
3748 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3749 { 3364 {
3750 /* 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]); */
3751 return; 3366 return;
3752 } 3367 }
3753 3368
3819 { 3434 {
3820 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3436 object *skin;
3822 3437
3823 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3441 ;
3442
3825 if (skin == NULL) 3443 if (!skin)
3826 return; 3444 return;
3827 3445
3828 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3448 {
3875 * not readied. 3493 * not readied.
3876 */ 3494 */
3877void 3495void
3878player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3879{ 3497{
3880 rangetype i;
3881
3882 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))
3883 {
3884 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3885 { 3500 {
3886 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3887 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3890 }
3891 } 3504 }
3892 }
3893} 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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