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Comparing deliantra/server/server/player.C (file contents):
Revision 1.40 by root, Thu Dec 14 22:45:41 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
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 151}
289 152
290/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
291static void 154static void
292set_first_map (object *op) 155set_first_map (object *op)
293{ 156{
294 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
295 op->x = -1; 158 op->x = -1;
296 op->y = -1; 159 op->y = -1;
297 enter_exit (op, NULL);
298} 160}
299 161
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
300/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
301 * 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
302 * mode. 361 * mode.
303 */ 362 */
304 363player *
305int 364player::create ()
306add_player (client_socket *ns)
307{ 365{
308 player *p = new player; 366 player *pl = new player;
309 367
310 p->socket = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 369
313 p->next = first_player; 370 pl->ob->roll_stats ();
314 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
315 373
316 p = get_player (p);
317
318 set_first_map (p->ob); 374 set_first_map (pl->ob);
319 375
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 376 return pl;
328} 377}
329 378
330/* 379/*
331 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
341 { 390 {
342 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
343 at = first_archetype; 392 at = first_archetype;
344 else 393 else
345 at = at->next; 394 at = at->next;
395
346 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
347 return at; 397 return at;
398
348 if (at == start) 399 if (at == start)
349 { 400 {
350 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 402 exit (-1);
352 } 403 }
353 } 404 }
354} 405}
355 406
356
357object * 407object *
358get_nearest_player (object *mon) 408get_nearest_player (object *mon)
359{ 409{
360 object *op = NULL; 410 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 411 objectlink *ol;
363 unsigned lastdist; 412 unsigned lastdist;
364 rv_vector rv; 413 rv_vector rv;
365 414
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 416 {
368 /* 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
369 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 424 object *tmp = ol->ob;
376 425
377 /* 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
378 * itself will have been cleared. 427 * itself will have been cleared.
379 */ 428 */
380 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 ());
381 ol = ol->next; 431 ol = ol->next;
382 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
383 if (!ol) 433 if (!ol)
384 return op; 434 return op;
385 } 435 }
398 { 448 {
399 op = ol->ob; 449 op = ol->ob;
400 lastdist = rv.distance; 450 lastdist = rv.distance;
401 } 451 }
402 } 452 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 453
404 { 454 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
409 { 457 {
410 op = pl->ob; 458 op = pl->ob;
411 lastdist = rv.distance; 459 lastdist = rv.distance;
412 } 460 }
413 } 461
414 }
415#if 0 462#if 0
416 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)");
417#endif 464#endif
418 return op; 465 return op;
419} 466}
437 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 486 * is probably not a good thing.
440 */ 487 */
441#define MAX_SPACES 50 488#define MAX_SPACES 50
442
443 489
444/* 490/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
478 x = mon->x; 524 x = mon->x;
479 y = mon->y; 525 y = mon->y;
480 m = mon->map; 526 m = mon->map;
481 dir = rv.direction; 527 dir = rv.direction;
482 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 */
483 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
484 /* 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. */
485 if (diff > max) 532 if (diff > max)
486 return 0; 533 return 0;
534
487 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
488 { 536 {
489 lastx = x; 537 lastx = x;
490 lasty = y; 538 lasty = y;
491 lastmap = m; 539 lastmap = m;
573 max--; 621 max--;
574 lastdir = dir; 622 lastdir = dir;
575 if (!firstdir) 623 if (!firstdir)
576 firstdir = dir; 624 firstdir = dir;
577 } 625 }
626
578 if (diff <= 1) 627 if (diff <= 1)
579 { 628 {
580 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 630 * headed toward player for entire distance.
582 */ 631 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 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));
585 } 634 }
635
586 if (diff > max) 636 if (diff > max)
587 return 0; 637 return 0;
588 } 638 }
639
589 /* 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 */
590 if (!max) 641 if (!max)
591 return 0; 642 return 0;
592 643
593 return firstdir; 644 return firstdir;
686 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
687 link_player_skills (pl); 738 link_player_skills (pl);
688} 739}
689 740
690void 741void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
775{ 743{
776 if (party == NULL) 744 if (party == NULL)
777 { 745 {
778 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);
779 return; 747 return;
780 } 748 }
749
781 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
784 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:");
785} 754}
786
787 755
788/* 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. */
789int 757static int
790roll_stat (void) 758roll_stat (void)
791{ 759{
792 int a[4], i, j, k; 760 int a[4], i, j, k;
793 761
794 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
796 764
797 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 766 if (a[i] < k)
799 k = a[i], j = i; 767 k = a[i], j = i;
800 768
801 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 770 if (i != j)
804 k += a[i]; 771 k += a[i];
805 } 772
806 return k; 773 return k;
807} 774}
808 775
809void 776void
810roll_stats (object *op) 777object::roll_stats ()
811{ 778{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 779 int statsort [7];
815 780
816 do 781 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 782 {
827 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
828 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
829 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 793
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
862 801
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 802 stats.exp = 0;
874 op->stats.ac = 0; 803 stats.ac = 0;
875 804
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
883 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
884 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
885} 817}
886 818
887void 819void
888Roll_Again (object *op) 820object::swap_stats (int a, int b)
889{ 821{
890 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[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);
893}
894 825
895void 826 stats.Str = contr->orig_stats.Str;
896Swap_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)
897{ 858{
898 signed char tmp;
899 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
900 860
901 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 865}
1016 866
1017/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1021 * not the class. 871 * not the class.
1022 */ 872 */
1023 873void
1024int 874player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 875{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 878
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 880 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1045 882
1046 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1048 885
1049 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1050 887
1051 if (op->msg) 888 if (ob->msg)
1052 op->msg = NULL; 889 ob->msg = 0;
1053 890
1054 /* 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
1055 * to save here. 892 * to save here.
1056 */ 893 */
894 {
895 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1059 899
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 900 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 903 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1068 fix_player (op); 905 ob->update_stats ();
1069 906
1070 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1071 * is one for this race 908 * is one for this race
1072 */ 909 */
1073 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1074 { 911 {
1075 object *tmp; 912 object *tmp;
1076 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1077 914
1078 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);
1079 tmp = object::create (); 916 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1083 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;
1084 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1085 * default initial map */ 922 * default initial map */
1086 tmp->destroy (); 923 tmp->destroy ();
1087 } 924 }
1088 else 925 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 927}
1092 return 0;
1093 }
1094 928
929void
930player::chargen_race_next ()
931{
1095 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1097 */ 934 */
1098 935
1099 tmp_loop = 0; 936 do
1100 while (!tmp_loop)
1101 { 937 {
1102 shstr name = op->name; 938 shstr name = ob->name;
1103 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1104 940
1105 remove_statbonus (op); 941 ob->remove_statbonus ();
1106 op->remove (); 942 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 945 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1112 op->x = x; 948 ob->x = x;
1113 op->y = y; 949 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 953 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 954 }
955 while (!allowed_class (ob));
1120 956
1121 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 959 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 962 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 963}
1183 964
1184void 965void
1185flee_player (object *op) 966flee_player (object *op)
1186{ 967{
1216 { 997 {
1217 op->enemy = NULL; 998 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1000 return;
1220 } 1001 }
1002
1221 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1222 1004
1223 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1225 { 1007 {
1226 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1227 1009
1228 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)))
1229 {
1230 return; 1011 return;
1231 }
1232 } 1012 }
1013
1233 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1016 op->enemy = NULL;
1236} 1017}
1237 1018
1243int 1024int
1244check_pick (object *op) 1025check_pick (object *op)
1245{ 1026{
1246 object *tmp, *next; 1027 object *tmp, *next;
1247 int stop = 0; 1028 int stop = 0;
1248 int j, k, wvratio; 1029 int wvratio;
1249 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1250 1031
1251 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1253 return 1; 1034 return 1;
1254 1035
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &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))));
1325 else 1106 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &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
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1111 }
1112
1359 /* philosophy: 1113 /* philosophy:
1360 * 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
1361 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1363 * 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
1364 * example. 1118 * example.
1365 * 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
1366 * 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
1367 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1372 * found object is returned.
1619 */ 1373 */
1620object * 1374object *
1621find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1622{ 1376{
1623 object *tmp = NULL; 1377 object *tmp = 0;
1624 1378
1625 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1626 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))
1627 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1629 return op; 1383 return op;
1384
1630 return tmp; 1385 return tmp;
1631} 1386}
1632 1387
1633/* 1388/*
1634 * 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
1635 * 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
1636 * 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
1637 * 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.
1638 */ 1393 */
1639
1640object * 1394object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1396{
1643 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1793 if (!dir) 1547 if (!dir)
1794 { 1548 {
1795 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!");
1796 return 0; 1550 return 0;
1797 } 1551 }
1552
1798 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1800 else 1555 else
1801 { 1556 {
1802 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1810 { 1565 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1567 return 0;
1813 } 1568 }
1814 } 1569 }
1570
1815 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1816 { 1572 {
1817 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);
1818 return 0; 1574 return 0;
1819 } 1575 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1578
1823 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1826 if (bowspeed < 1) 1583 if (bowspeed < 1)
1827 bowspeed = 1; 1584 bowspeed = 1;
1828 1585
1829 if (arrow == NULL) 1586 if (arrow == NULL)
1830 { 1587 {
1836 else 1593 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1595 return 0;
1839 } 1596 }
1840 } 1597 }
1598
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1601 return 0;
1845 } 1602
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1604 {
1848 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.");
1849 return 0; 1606 return 0;
1850 } 1607 }
1856 return 0; 1613 return 0;
1857 } 1614 }
1858 1615
1859 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1618 if (!arrow)
1862 { 1619 {
1863 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);
1864 return 0; 1621 return 0;
1865 } 1622 }
1623
1866 arrow->set_owner (op); 1624 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1626 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1627
1873 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1874 { 1629 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1631 op->update_stats ();
1877 } 1632 }
1878 1633
1879 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1891 1646
1892 /* update the speed */ 1647 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 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;
1895 1650
1896 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1900 1653
1901 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1902 { 1655 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1666 }
1914 1667
1915 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1917 1670
1918 if (bow->slaying != NULL) 1671 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1920 1673
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1676
1925 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);
1926 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1927 1679
1928 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1681 move_arrow (arrow);
1930 1682
1931 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1957 } 1709 }
1958 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)
1959 { 1711 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1713 wcmod = -1;
1714
1962 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);
1963 } 1716 }
1964 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1965 { 1718 {
1966 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);
2036 1789
2037 if (item->arch) 1790 if (item->arch)
2038 { 1791 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2041 item->speed = 0; 1794 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1795 }
1796
2044 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1799 }
2047 } 1800 }
2048 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1802 drain_rod_charge (item);
2051 }
2052 } 1803 }
2053} 1804}
2054 1805
2055/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2056 */ 1807 */
2079 case range_misc: 1830 case range_misc:
2080 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
2081 return; 1832 return;
2082 1833
2083 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
2091 return; 1836 return;
2092 1837
2093 case range_skill: 1838 case range_skill:
2094 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
2095 { 1840 {
2096 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
2097 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
2098 return; 1844 return;
2099 } 1845 }
1846
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return; 1848 return;
2102 case range_builder: 1849 case range_builder:
2103 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
2104 return; 1851 return;
2105 default: 1852 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return; 1854 return;
2108 } 1855 }
2109} 1856}
2110
2111
2112 1857
2113/* find_key 1858/* find_key
2114 * 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
2115 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1863 * pl is the player,
2119 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
2122 */ 1867 */
2123
2124object * 1868object *
2125find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
2126{ 1870{
2127 object *tmp, *key; 1871 object *tmp, *key;
2128 1872
2129 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1874 if (!container->inv)
2131 return NULL; 1875 return 0;
2132 1876
2133 /* 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 */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1879 {
2136 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1881 break;
2138 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
2140 */ 1884 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1886 break;
2143 } 1887 }
1888
2144 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
2145 /* 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.
2146 * 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
2147 * a key, return 1892 * a key, return
2148 */ 1893 */
2149 if (!tmp) 1894 if (!tmp)
2150 { 1895 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1897 {
2153 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1900 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
2157 return key; 1902 return key;
2158 } 1903 }
2159 } 1904 }
1905
2160 if (!tmp) 1906 if (!tmp)
2161 return NULL; 1907 return NULL;
2162 } 1908 }
1909
2163 /* 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,
2164 * see if we actually want to use it 1911 * see if we actually want to use it
2165 */ 1912 */
2166 if (pl != container) 1913 if (pl != container)
2167 { 1914 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "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));
2190 return NULL; 1937 return NULL;
2191 } 1938 }
2192 } 1939 }
1940
2193 return tmp; 1941 return tmp;
2194} 1942}
2195 1943
2196/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1947 * 0 otherwise
2200 */ 1948 */
2201static int 1949static int
2202player_attack_door (object *op, object *door) 1950player_attack_door (object *op, object *door)
2203{ 1951{
2204
2205 /* 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,
2206 * 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 -
2207 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
2208 */ 1955 */
2209 object *key = find_key (op, op, door); 1956 object *key = find_key (op, op, door);
2216 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);
2217 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2218 make_visible (op); 1965 make_visible (op);
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2221 if (door->type == DOOR) 1969 if (door->type == DOOR)
2222 {
2223 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 */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2226 { 1972 {
2227 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));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1975 }
1976
2230 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2233 if (container != op) 1980 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2235 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2236 } 1984 }
2237 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2238 { 1986 {
2239 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 1989 return 1;
2242 } 1990 }
1991
2243 return 0; 1992 return 0;
2244} 1993}
2245 1994
2246/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2251 */ 2000 */
2252
2253void 2001void
2254move_player_attack (object *op, int dir) 2002move_player_attack (object *op, int dir)
2255{ 2003{
2256 object *tmp, *mon; 2004 object *tmp, *mon;
2257 sint16 nx, ny; 2005 sint16 nx, ny;
2259 maptile *m; 2007 maptile *m;
2260 2008
2261 nx = freearr_x[dir] + op->x; 2009 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2010 ny = freearr_y[dir] + op->y;
2263 2011
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2265 2013
2266 /* 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
2267 * 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
2268 * 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
2269 * player. This is a pretty nasty hack, because if we could 2017 * player. This is a pretty nasty hack, because if we could
2274 */ 2022 */
2275 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))
2276 { 2024 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2026 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2280 if (!m) 2028 if (!m)
2281 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2282 } 2030 }
2283 else 2031 else
2284 m = op->map; 2032 m = op->map;
2285 2033
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2035 return;
2290 }
2291 2036
2292 mon = NULL; 2037 mon = 0;
2293 /* 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
2294 * 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.
2295 * 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
2296 * on the space 2041 * on the space
2297 */ 2042 */
2298 while (tmp != NULL) 2043 while (tmp)
2299 { 2044 {
2300 if (tmp == op) 2045 if (tmp == op)
2301 { 2046 {
2302 tmp = tmp->above; 2047 tmp = tmp->above;
2303 continue; 2048 continue;
2313 mon = tmp; 2058 mon = tmp;
2314 2059
2315 tmp = tmp->above; 2060 tmp = tmp->above;
2316 } 2061 }
2317 2062
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2063 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2064 return; /* into a wall */
2320 2065
2321 if (mon->head != NULL) 2066 if (mon->head)
2322 mon = mon->head; 2067 mon = mon->head;
2323 2068
2324 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))
2325 if (player_attack_door (op, mon)) 2070 if (player_attack_door (op, mon))
2326 return; 2071 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2094 {
2350 /* 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 */
2351 if (op->contr->braced) 2096 if (op->contr->braced)
2352 return; 2097 return;
2098
2353 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);
2354 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2102 make_visible (op);
2103
2357 return; 2104 return;
2358 } 2105 }
2359 2106
2360 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2110 * attack them either.
2364 */ 2111 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (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)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2114#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2115 (op->contr->peaceful
2369 || (mon->type == PLAYER 2116 || (mon->type == PLAYER
2370 && mon->contr-> 2117 && mon->contr->
2371 peaceful)) && 2118 peaceful)) &&
2372#else 2119#else
2373 op->contr->peaceful && 2120 op->contr->peaceful &&
2374#endif 2121#endif
2375 !on_battleground)) 2122 !on_battleground))
2376 { 2123 {
2377 if (!op->contr->braced) 2124 if (!op->contr->braced)
2378 { 2125 {
2379 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);
2380 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2381 } 2128 }
2382 else 2129 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2131
2386 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2133 make_visible (op);
2388 } 2134 }
2389 2135
2390 /* If the object is a boulder or other rollable object, then 2136 /* If the object is a boulder or other rollable object, then
2401 * 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
2402 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2403 * 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
2404 * 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.
2405 */ 2151 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((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)))
2409 { 2154 {
2410 2155
2411 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2164
2420 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 */
2421 } 2166 }
2422 2167
2423 skill_attack (mon, op, 0, NULL, NULL); 2168 skill_attack (mon, op, 0, 0, 0);
2424 2169
2425 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2173 * the wiz.
2430 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))
2431 { 2176 {
2432 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2433 2178
2434 mon->contr->has_hit = 1; 2179 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2180 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2181 mon->stats.luck = luck;
2437 } 2182 }
2183
2438 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2439 make_visible (op); 2185 make_visible (op);
2440 } 2186 }
2441 } /* if player should attack something */ 2187 } /* if player should attack something */
2442} 2188}
2444int 2190int
2445move_player (object *op, int dir) 2191move_player (object *op, int dir)
2446{ 2192{
2447 int pick; 2193 int pick;
2448 2194
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2196 return 0;
2451 2197
2452 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2454 { 2200 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2202 return 0;
2457 } 2203 }
2458 2204
2459 /* peterm: added following line */ 2205 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2208
2463 op->facing = dir; 2209 op->facing = dir;
2464 2210
2465 if (op->hide) 2211 if (op->hide)
2466 do_hidden_move (op); 2212 do_hidden_move (op);
2477 2223
2478 /* 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
2479 * server can handle repeat firing. 2225 * server can handle repeat firing.
2480 */ 2226 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2228 op->direction = dir;
2484 }
2485 else 2229 else
2486 {
2487 op->direction = 0; 2230 op->direction = 0;
2488 } 2231
2489 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2234 * for players.
2492 */ 2235 */
2493 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2502 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2503 */ 2246 */
2504int 2247int
2505handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2506{ 2249{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2251 {
2529 flee_player (op); 2252 flee_player (op);
2530 /* 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 */
2531 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2255 {
2533 op->speed_left--; 2256 op->speed_left--;
2534 return 0; 2257 return 0;
2535 } 2258 }
2536 } 2259 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2260
2546 /* 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
2547 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2263 * called, so we recheck it here.
2549 */ 2264 */
2550 HandleClient (op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2266 return 1;
2267
2551 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2552 return 0; 2269 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2271 {
2556 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2273 op->speed_left--;
2558 2274
2559 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2560 * 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
2561 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2562 */ 2278 */
2563 move_player (op, op->direction); 2279 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2280
2565 return 1; 2281 return op->speed_left > 0;
2566 else 2282 }
2567 return 0;
2568 } 2283 }
2284
2569 return 0; 2285 return 0;
2570} 2286}
2571 2287
2572int 2288int
2573save_life (object *op) 2289save_life (object *op)
2574{ 2290{
2575 object *tmp;
2576
2577 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2578 return 0; 2292 return 0;
2579 2293
2580 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2581 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2582 { 2296 {
2583 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);
2584 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));
2585 2299
2593 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2594 2308
2595 if (op->stats.food < 0) 2309 if (op->stats.food < 0)
2596 op->stats.food = 999; 2310 op->stats.food = 999;
2597 2311
2598 fix_player (op); 2312 op->update_stats ();
2599 return 1; 2313 return 1;
2600 } 2314 }
2315
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2603 enter_player_savebed (op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2604 return 0; 2319 return 0;
2605} 2320}
2610 * from. 2325 * from.
2611 */ 2326 */
2612void 2327void
2613remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2614{ 2329{
2615 object *next;
2616
2617 while (op) 2330 while (op)
2618 { 2331 {
2619 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' */
2620 * we remove object 'op' 2333
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2335 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2630 } 2340 }
2631 else if (op->inv) 2341 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2633 op = next; 2344 op = next;
2634 } 2345 }
2635} 2346}
2636
2637 2347
2638/* 2348/*
2639 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2652 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2653 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2654 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2655 else 2365 else
2656 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2657 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2658 strcat (buf2, buf); 2369 strcat (buf2, buf);
2659 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2660 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);
2661 else 2372 else
2662 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
2663 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2664 strcat (buf2, buf); 2376 strcat (buf2, buf);
2665 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2666 { 2378 {
2667 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2668 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2381 strcat (buf2, buf);
2670 } 2382 }
2383
2671 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2672 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2673 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2674 return buf2; 2388 return buf2;
2675} 2389}
2676
2677
2678 2390
2679void 2391void
2680do_some_living (object *op) 2392do_some_living (object *op)
2681{ 2393{
2682 int last_food = op->stats.food; 2394 int last_food = op->stats.food;
2688 int rate_grace = 2000; 2400 int rate_grace = 2000;
2689 const int max_hp = 1; 2401 const int max_hp = 1;
2690 const int max_sp = 1; 2402 const int max_sp = 1;
2691 const int max_grace = 1; 2403 const int max_grace = 1;
2692 2404
2693 if (op->contr->outputs_sync) 2405 if (op->contr->hidden)
2694 {
2695 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2696 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2697 flush_output_element (op, &op->contr->outputs[i]);
2698 } 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 }
2699 2423
2700 if (op->contr->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2701 { 2425 {
2702
2703 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2704 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2705 if (op->contr->gen_hp >= 0) 2428 if (op->contr->gen_hp >= 0)
2706 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2707 else 2430 else
2708 { 2431 {
2709 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2710 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2711 } 2434 }
2435
2712 if (op->contr->gen_sp >= 0) 2436 if (op->contr->gen_sp >= 0)
2713 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2714 else 2438 else
2715 { 2439 {
2716 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2717 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2718 } 2442 }
2443
2719 if (op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2720 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2721 else 2446 else
2722 { 2447 {
2723 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2724 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2725 } 2450 }
2726 2451
2727 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2728 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2729 { 2454 {
2730 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);
2731 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2732 { 2457 {
2733 op->stats.sp++; 2458 op->stats.sp++;
2739 op->stats.food += op->contr->digestion; 2464 op->stats.food += op->contr->digestion;
2740 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))
2741 op->stats.food = last_food; 2466 op->stats.food = last_food;
2742 } 2467 }
2743 } 2468 }
2469
2744 if (max_sp > 1) 2470 if (max_sp > 1)
2745 { 2471 {
2746 over_sp = (gen_sp + 10) / rate_sp; 2472 over_sp = (gen_sp + 10) / rate_sp;
2747 if (over_sp > 0) 2473 if (over_sp > 0)
2748 { 2474 {
2749 if (op->stats.sp < op->stats.maxsp) 2475 if (op->stats.sp < op->stats.maxsp)
2750 { 2476 {
2751 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2752 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))
2753 op->stats.sp--; 2480 op->stats.sp--;
2481
2754 if (op->stats.sp > op->stats.maxsp) 2482 if (op->stats.sp > op->stats.maxsp)
2755 op->stats.sp = op->stats.maxsp; 2483 op->stats.sp = op->stats.maxsp;
2756 } 2484 }
2757 op->last_sp = 0; 2485 op->last_sp = 0;
2758 } 2486 }
2759 else 2487 else
2760 {
2761 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);
2762 }
2763 } 2489 }
2764 else 2490 else
2765 {
2766 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);
2767 }
2768 } 2492 }
2769 2493
2770 /* Regenerate Grace */ 2494 /* Regenerate Grace */
2771 /* 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. */
2772 if (--op->last_grace < 0) 2496 if (--op->last_grace < 0)
2773 { 2497 {
2774 if (op->stats.grace < op->stats.maxgrace / 2) 2498 if (op->stats.grace < op->stats.maxgrace / 2)
2775 op->stats.grace++; /* no penalty in food for regaining grace */ 2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2776 if (max_grace > 1) 2501 if (max_grace > 1)
2777 { 2502 {
2778 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2779 if (over_grace > 0) 2504 if (over_grace > 0)
2780 { 2505 {
2808 op->stats.food += op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2809 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))
2810 op->stats.food = last_food; 2535 op->stats.food = last_food;
2811 } 2536 }
2812 } 2537 }
2538
2813 if (max_hp > 1) 2539 if (max_hp > 1)
2814 { 2540 {
2815 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2816 if (over_hp > 0) 2542 if (over_hp > 0)
2817 { 2543 {
2841 2567
2842 if (op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2843 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);
2844 else 2570 else
2845 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2846 /* dms do not consume food */ 2573 /* dms do not consume food */
2847 if (!QUERY_FLAG (op, FLAG_WIZ)) 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2848 op->stats.food--; 2575 op->stats.food--;
2849 } 2576 }
2850 }
2851 2577
2852 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2853 { 2579 {
2854 object *tmp, *flesh = NULL; 2580 object *tmp, *flesh = 0;
2855 2581
2856 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2857 { 2583 {
2858 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2859 {
2860 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2861 { 2585 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2862 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.");
2863 manual_apply (op, tmp, 0); 2589 manual_apply (op, tmp, 0);
2864 if (op->stats.food >= 0 || op->stats.hp < 0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2865 break; 2591 break;
2866 } 2592 }
2867 else if (tmp->type == FLESH) 2593 else if (tmp->type == FLESH)
2868 flesh = tmp; 2594 flesh = tmp;
2869 } /* End if paid for object */ 2595 } /* End if paid for object */
2870 } /* end of for loop */ 2596 } /* end of for loop */
2597
2871 /* 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
2872 * eat flesh instead. 2599 * eat flesh instead.
2873 */ 2600 */
2874 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2875 { 2602 {
2876 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.");
2877 manual_apply (op, flesh, 0); 2604 manual_apply (op, flesh, 0);
2878 } 2605 }
2879 } /* end if player is starving */ 2606 }
2880 2607
2881 while (op->stats.food < 0 && op->stats.hp > 0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2882 op->stats.food++, op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2883 2610
2884 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))
2885 kill_player (op); 2612 kill_player (op);
2613 }
2886} 2614}
2887
2888
2889 2615
2890/* 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.
2891 * 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
2892 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2893 * file. 2619 * file.
2923 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!");
2924 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...");
2925 2651
2926 /* restore player */ 2652 /* restore player */
2927 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2928 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2929 if (tmp)
2930 { 2655 {
2931 tmp->destroy (); 2656 tmp->destroy ();
2932 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2933 } 2658 }
2934 2659
2935 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2936 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2937 if (tmp)
2938 { 2662 {
2939 tmp->destroy (); 2663 tmp->destroy ();
2940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2941 } 2665 }
2942 2666
2944 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2945 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2946 op->stats.food = 999; 2670 op->stats.food = 999;
2947 2671
2948 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2949 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2950 if (tmp != NULL)
2951 { 2674 {
2952 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2953 tmp->name = buf; 2676 tmp->name = buf;
2954 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2955 " 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",
2956 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2957 tmp->msg = buf; 2680 tmp->msg = buf;
2958 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2959 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2960 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2961 insert_ob_in_map (tmp, op->map, op, 0);
2962 } 2684 }
2963 2685
2964 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2965 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2966 op->contr->braced = 0; 2688 op->contr->braced = 0;
2971 2693
2972 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2973 2695
2974 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2975 { 2697 {
2976 if (op->contr->explore)
2977 {
2978 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2979 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2980 op->stats.food = 999;
2981 return;
2982 }
2983 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
2984 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
2985 } 2700 }
2986 else 2701 else
2987 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.hp = op->stats.maxhp;
2993 return;
2994 }
2995 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
2996 } 2703
2997 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2998 2705
2999 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
3000 x = op->x; 2707 x = op->x;
3001 y = op->y; 2708 y = op->y;
3002 map = op->map; 2709 map = op->map;
3003 2710
3004
3005 if (settings.not_permadeth == TRUE)
3006 {
3007 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
3008 * 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.
3009 * 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.
3010 */ 2714 */
3011 2715
3012 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
3013 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
3014 * of death. 2718 * of death.
3015 */ 2719 */
3016#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
3017 if (settings.balanced_stat_loss) 2721 if (settings.balanced_stat_loss)
3018 { 2722 {
3019 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
3020 /* 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
3021 more if they do. */ 2725 more if they do. */
3022 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
3023 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
3024 little bit harder. */ 2728 little bit harder. */
3025 /* GD */ 2729 /* GD */
3026 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
3027 num_stats_lose = 1; 2731 num_stats_lose = 1;
3028 else
3029 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3030 }
3031 else 2732 else
3032 { 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
3033 num_stats_lose = 1; 2736 num_stats_lose = 1;
3034 } 2737
3035 lost_a_stat = 0; 2738 lost_a_stat = 0;
3036 2739
3037 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
3038 { 2741 {
3039 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
3040 2743
3041 if (settings.stat_loss_on_death) 2744 if (settings.stat_loss_on_death)
3042 { 2745 {
3043 /* 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
3044 * what he lost. 2747 * what he lost.
3045 */ 2748 */
3046 change_attr_value (&(op->stats), i, -1); 2749 change_attr_value (&(op->stats), i, -1);
3047 check_stat_bounds (&(op->stats)); 2750 check_stat_bounds (&(op->stats));
3048 change_attr_value (&(op->contr->orig_stats), i, -1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
3049 check_stat_bounds (&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
3050 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3051 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);
3052 } 2767 }
3053 else 2768 lose_this_stat = 1;
2769 if (settings.balanced_stat_loss)
3054 { 2770 {
3055 /* deplete a stat */ 2771 /* GD */
3056 archetype *deparch = archetype::find ("depletion"); 2772 /* Get the stat that we're about to deplete. */
3057 object *dep; 2773 this_stat = get_attr_value (&(dep->stats), i);
3058 2774 if (this_stat < 0)
3059 dep = present_arch_in_ob (deparch, op);
3060 if (!dep)
3061 { 2775 {
3062 dep = arch_to_object (deparch); 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3063 insert_ob_in_ob (dep, op); 2777 int keep_chance = this_stat * this_stat;
3064 } 2778
3065 lose_this_stat = 1; 2779 /* Yes, I am paranoid. Sue me. */
3066 if (settings.balanced_stat_loss)
3067 {
3068 /* GD */
3069 /* Get the stat that we're about to deplete. */
3070 this_stat = get_attr_value (&(dep->stats), i);
3071 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)
3072 { 2785 {
3073 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3074 int keep_chance = this_stat * this_stat;
3075
3076 /* Yes, I am paranoid. Sue me. */
3077 if (keep_chance < 1)
3078 keep_chance = 1;
3079
3080 /* There is a maximum depletion total per level. */
3081 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3082 {
3083 lose_this_stat = 0; 2786 lose_this_stat = 0;
3084 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
3085 retain the stat. */ 2788 retain the stat. */
3086 }
3087 else
3088 {
3089 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3090 lose_this_stat = 0;
3091 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3092 this_stat, keep_chance, loss_chance,
3093 lose_this_stat?"LOSE":"KEEP"); */
3094 }
3095 } 2789 }
3096 }
3097
3098 if (lose_this_stat)
3099 {
3100 this_stat = get_attr_value (&(dep->stats), i);
3101 /* We could try to do something clever like find another
3102 * stat to reduce if this fails. But chances are, if
3103 * stats have been depleted to -50, all are pretty low
3104 * and should be roughly the same, so it shouldn't make a
3105 * difference.
3106 */ 2790 else
3107 if (this_stat >= -50)
3108 { 2791 {
3109 change_attr_value (&(dep->stats), i, -1); 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3110 SET_FLAG (dep, FLAG_APPLIED);
3111 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3112 fix_player (op);
3113 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"); */
3114 } 2797 }
3115 } 2798 }
3116 } 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 }
3117 } 2818 }
2819 }
2820 }
3118 /* If no stat lost, tell the player. */ 2821 /* If no stat lost, tell the player. */
3119 if (!lost_a_stat) 2822 if (!lost_a_stat)
3120 { 2823 {
3121 /* determine_god() seems to not work sometimes... why is this? 2824 /* determine_god() seems to not work sometimes... why is this?
3122 Should I be using something else? GD */ 2825 Should I be using something else? GD */
3123 const char *god = determine_god (op); 2826 const char *god = determine_god (op);
3124 2827
3125 if (god && (strcmp (god, "none"))) 2828 if (god && (strcmp (god, "none")))
3126 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);
3127 else 2830 else
3128 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.");
3129 } 2832 }
3130#else 2833#else
3131 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.");
3132#endif 2835#endif
3133 2836
3134 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
3135 * exp loss on the stone. 2838 * exp loss on the stone.
3136 */ 2839 */
3137 tmp = arch_to_object (archetype::find ("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
3138 sprintf (buf, "%s's gravestone", &op->name); 2841 sprintf (buf, "%s's gravestone", &op->name);
3139 tmp->name = buf; 2842 tmp->name = buf;
3140 sprintf (buf, "%s's gravestones", &op->name); 2843 sprintf (buf, "%s's gravestones", &op->name);
3141 tmp->name_pl = buf; 2844 tmp->name_pl = buf;
3142 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);
3143 tmp->msg = buf; 2846 tmp->msg = buf;
3144 tmp->x = op->x, tmp->y = op->y; 2847 tmp->x = op->x, tmp->y = op->y;
3145 insert_ob_in_map (tmp, op->map, NULL, 0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
3146 2849
3147 /**************************************/ 2850 /**************************************/
3148 /* */ 2851 /* */
3149 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
3150 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
3151 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
3152 /* */ 2855 /* */
3153 /**************************************/ 2856 /**************************************/
3154 2857
3155 /* remove any poisoning and confusion the character may be suffering. */ 2858 /* remove any poisoning and confusion the character may be suffering. */
3156 /* restore player */ 2859 /* restore player */
3157 at = archetype::find ("poisoning"); 2860 at = archetype::find ("poisoning");
3158 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3159 2862
3160 if (tmp) 2863 if (tmp)
3161 { 2864 {
3162 tmp->destroy (); 2865 tmp->destroy ();
3163 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3164 } 2867 }
3165 2868
3166 at = archetype::find ("confusion"); 2869 at = archetype::find ("confusion");
3167 tmp = present_arch_in_ob (at, op); 2870 tmp = present_arch_in_ob (at, op);
3168 if (tmp) 2871 if (tmp)
3169 { 2872 {
3170 tmp->destroy (); 2873 tmp->destroy ();
3171 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3172 } 2875 }
3173 2876
3174 cure_disease (op, 0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
3175 2878
3176 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
3177 apply_death_exp_penalty (op); 2880 apply_death_exp_penalty (op);
3178 if (op->stats.food < 100) 2881 if (op->stats.food < 100)
3179 op->stats.food = 900; 2882 op->stats.food = 900;
3180 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
3181 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3182 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3183 2886
3184 /* 2887 /*
3185 * 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
3186 * the player has any unpaid items. If so, remove them and put them back 2889 * and put them back in the map.
3187 * in the map. 2890 */
3188 */
3189
3190 if (is_in_shop (op))
3191 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
3192 2892
3193 /****************************************/ 2893 /****************************************/
3194 /* */ 2894 /* */
3195 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
3196 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
3197 /* */ 2897 /* */
3198 /****************************************/ 2898 /****************************************/
3199 2899
3200 enter_player_savebed (op); 2900 enter_player_savebed (op);
3201 2901
3202 /* Save the player before inserting the force to reduce
3203 * chance of abuse.
3204 */
3205 op->contr->braced = 0; 2902 op->contr->braced = 0;
3206 save_player (op, 1);
3207 2903
3208 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3209 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3210 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3211 * on the space that might harm the player. 2907 * on the space that might harm the player.
3212 */ 2908 */
3213 will_kill_again = 0; 2909 will_kill_again = 0;
3214 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)
3215 if (tmp->type == SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
3216 will_kill_again |= tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
3217 2913
3218 if (will_kill_again) 2914 if (will_kill_again)
3219 { 2915 {
3220 object *force; 2916 object *force;
3221 int at; 2917 int at;
3222 2918
3223 force = get_archetype (FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
3224 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
3225 force->speed = 0.1; 2921 force->speed = 0.1;
3226 force->speed_left = -5.0; 2922 force->speed_left = -5.0;
3227 SET_FLAG (force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
3228 for (at = 0; at < NROFATTACKS; at++) 2924 for (at = 0; at < NROFATTACKS; at++)
3229 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
3230 force->resist[at] = 100; 2926 force->resist[at] = 100;
3231 2927
3232 insert_ob_in_ob (force, op); 2928 insert_ob_in_ob (force, op);
3233 fix_player (op); 2929 op->update_stats ();
3234 2930
3235 } 2931 }
3236 2932
3237 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3238 return;
3239 } /* NOT_PERMADETH */
3240 else
3241 {
3242 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3243 * should probably be embedded in an else statement.
3244 */
3245
3246 op->contr->party = NULL;
3247 if (settings.set_title == TRUE)
3248 op->contr->own_title[0] = '\0';
3249 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3250 check_score (op);
3251
3252 if (op->contr->ranges[range_golem])
3253 {
3254 remove_friendly_object (op->contr->ranges[range_golem]);
3255 op->contr->ranges[range_golem]->destroy ();
3256 op->contr->ranges[range_golem] = 0;
3257 }
3258
3259 loot_object (op); /* Remove some of the items for good */
3260 op->remove ();
3261 op->direction = 0;
3262
3263 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3264 {
3265 delete_character (op->name, 0);
3266 if (settings.resurrection == TRUE)
3267 {
3268 /* save playerfile sans equipment when player dies
3269 ** then save it as player.pl.dead so that future resurrection
3270 ** type spells will work on them nicely
3271 */
3272 delete_character (op->name, 0);
3273 op->stats.hp = op->stats.maxhp;
3274 op->stats.food = 999;
3275
3276 /* set the location of where the person will reappear when */
3277 /* maybe resurrection code should fix map also */
3278 strcpy (op->contr->maplevel, settings.emergency_mapname);
3279 if (op->map != NULL)
3280 op->map = NULL;
3281 op->x = settings.emergency_x;
3282 op->y = settings.emergency_y;
3283 save_player (op, 0);
3284 op->map = map;
3285 /* please see resurrection.c: peterm */
3286 dead_player (op);
3287 }
3288 else
3289 delete_character (op->name, 1);
3290 }
3291
3292 play_again (op);
3293
3294 /* peterm: added to create a corpse at deathsite. */
3295 tmp = arch_to_object (archetype::find ("corpse_pl"));
3296 sprintf (buf, "%s", &op->name);
3297 tmp->name = tmp->name_pl = buf;
3298 tmp->level = op->level;
3299 tmp->x = x;
3300 tmp->y = y;
3301 tmp->msg = gravestone_text (op);
3302 SET_FLAG (tmp, FLAG_UNIQUE);
3303 insert_ob_in_map (tmp, map, NULL, 0);
3304 }
3305} 2934}
3306
3307 2935
3308void 2936void
3309loot_object (object *op) 2937loot_object (object *op)
3310{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3311 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3312 2940
3313 if (op->container) 2941 op->close_container (); /* close open sack first */
3314 { /* close open sack first */
3315 esrv_apply_container (op, op->container);
3316 }
3317 2942
3318 for (tmp = op->inv; tmp != NULL; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3319 { 2944 {
3320 next = tmp->below; 2945 next = tmp->below;
3321 if (tmp->type == EXPERIENCE || tmp->invisible) 2946
2947 if (tmp->invisible)
3322 continue; 2948 continue;
2949
3323 tmp->remove (); 2950 tmp->remove ();
3324 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3325 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3326 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3327 loot_object (tmp); 2955
3328 }
3329 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))))
3330 { 2957 {
3331 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3332 { 2959 {
3333 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3334 tmp2->destroy (); 2961 tmp2->destroy ();
3345/* 2972/*
3346 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3347 * 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
3348 * was changed. 2975 * was changed.
3349 */ 2976 */
3350
3351void 2977void
3352fix_weight (void) 2978fix_weight (void)
3353{ 2979{
3354 player *pl; 2980 for_all_players (pl)
3355
3356 for (pl = first_player; pl != NULL; pl = pl->next)
3357 { 2981 {
3358 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3359 2983
3360 if (old == sum) 2984 if (old == sum)
3361 continue; 2985 continue;
3362 fix_player (pl->ob); 2986 pl->ob->update_stats ();
3363 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);
3364 } 2988 }
3365} 2989}
3366 2990
3367void 2991void
3368fix_luck (void) 2992fix_luck (void)
3369{ 2993{
3370 player *pl; 2994 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3374 change_luck (pl->ob, 0); 2996 pl->ob->change_luck (0);
3375} 2997}
3376
3377 2998
3378/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3379 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3380 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3381 */ 3002 */
3382
3383void 3003void
3384cast_dust (object *op, object *throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3385{ 3005{
3386 object *skop, *spob; 3006 object *skop, *spob;
3387 3007
3421 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3422 { 3042 {
3423 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3424 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3425 } 3045 }
3046
3426 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3427} 3048}
3428 3049
3429int 3050int
3430is_true_undead (object *op) 3051is_true_undead (object *op)
3431{ 3052{
3432 object *tmp = NULL;
3433
3434 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3435 return 1; 3054 return 1;
3436 3055
3437 if (op->type == PLAYER)
3438 for (tmp = op->inv; tmp; tmp = tmp->below)
3439 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3440 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3441 return 1;
3442 return 0; 3056 return 0;
3443} 3057}
3444 3058
3445/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3446 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3502 3116
3503 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3504 3118
3505 /* 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! */
3506 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3507 {
3508 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3509 { 3122 {
3510 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!");
3511 make_visible (op); 3124 make_visible (op);
3512 return; 3125 return;
3513 } 3126 }
3514 else 3127 else
3515 num += 20; 3128 num += 20;
3516 } 3129
3517 num += op->map->difficulty; 3130 num += op->map->difficulty;
3518 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3519 num -= hide; 3132 num -= hide;
3133
3520 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3521 { 3135 {
3522 make_visible (op); 3136 make_visible (op);
3523 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3524 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!");
3525 } 3139 }
3526 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3527 {
3528 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);
3529 }
3530} 3142}
3531 3143
3532/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3533 3145
3534int 3146int
3561 if (mflags & P_OUT_OF_MAP) 3173 if (mflags & P_OUT_OF_MAP)
3562 continue; 3174 continue;
3563 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)))
3564 continue; 3176 continue;
3565 3177
3566 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)
3567 { 3179 {
3568 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))
3569 return 1; 3181 return 1;
3570 else if (tmp->type == PLAYER) 3182 else if (tmp->type == PLAYER)
3571 { 3183 {
3601 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3602 { 3214 {
3603 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3604 return -1; 3216 return -1;
3605 } 3217 }
3218
3606 if (!pl || !op) 3219 if (!pl || !op)
3607 return 0; 3220 return 0;
3608 3221
3609 if (op->head)
3610 {
3611 op = op->head; 3222 op = op->head_ ();
3612 } 3223
3613 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3614 3225
3615 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3616 * through the object and find if it has any 3227 * through the object and find if it has any
3617 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3625 3236
3626 /* only the viewable area the player sees is updated by LOS 3237 /* only the viewable area the player sees is updated by LOS
3627 * 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
3628 * for any meaningful values. 3239 * for any meaningful values.
3629 */ 3240 */
3630 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3631 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3632 !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)])
3633 return 1; 3244 return 1;
3634 op = op->more; 3245 op = op->more;
3635 } 3246 }
3636 return 0; 3247 return 0;
3637} 3248}
3734 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3735 int i = 0, j = 0; 3346 int i = 0, j = 0;
3736 3347
3737 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3738 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3739 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3740 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3741 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3742 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3743 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3744 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3745 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3746 3357
3747 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3748 return; 3359 return;
3749 3360
3750 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++);
3751 3362
3752 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3753 { 3364 {
3754 /* 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]); */
3755 return; 3366 return;
3756 } 3367 }
3757 3368
3823 { 3434 {
3824 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3825 object *skin; 3436 object *skin;
3826 3437
3827 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3828 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
3829 if (skin == NULL) 3443 if (!skin)
3830 return; 3444 return;
3831 3445
3832 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3833 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3834 { 3448 {
3879 * not readied. 3493 * not readied.
3880 */ 3494 */
3881void 3495void
3882player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3883{ 3497{
3884 rangetype i;
3885
3886 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))
3887 {
3888 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3889 { 3500 {
3890 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3891 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3892 {
3893 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3894 }
3895 } 3504 }
3896 }
3897} 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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