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Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 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 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47
48 return 0;
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; 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 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76}
77 38
78void 39void
79display_motd (const object *op) 40display_motd (const object *op)
80{ 41{
81 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
155 116
156 news[0] = '\0'; 117 news[0] = '\0';
157 subject[0] = '\0'; 118 subject[0] = '\0';
158 size = 0; 119 size = 0;
159 120
160 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
161 { 122 {
162 if (*buf == '#') 123 if (*buf == '#')
163 continue; 124 continue;
164 125
165 if (*buf == '%') 126 if (*buf == '%')
166 { /* send one news */ 127 { /* send one news */
167 if (size > 0) 128 if (size > 0)
168 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
169 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
170 strip_endline (subject); 132 strip_endline (subject);
171 size = 0; 133 size = 0;
172 news[0] = '\0'; 134 news[0] = '\0';
173 } 135 }
182 size += strlen (buf); 144 size += strlen (buf);
183 } 145 }
184 } 146 }
185 147
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 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);
188 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
189}
190
191int
192playername_ok (const char *cp)
193{
194 /* Don't allow - or _ as first character in the name */
195 if (*cp == '-' || *cp == '_')
196 return 0;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203}
204
205/* This no longer sets the player map. Also, it now updates
206 * all the pointers so the caller doesn't need to do that.
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{
219 object *op = arch_to_object (get_player_archetype (0));
220 int i;
221
222 /* Clears basically the entire player structure except
223 * for next and socket.
224 */
225 p->clear ();
226
227 /* There are some elements we want initialized to non zero value -
228 * we deal with that below this point.
229 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice;
234 p->Swap_First = -1;
235
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
241
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10;
260 p->last_speed = -1;
261 p->shoottype = range_none;
262 p->bowtype = bow_normal;
263 p->petmode = pet_normal;
264 p->listening = 10;
265 p->usekeys = containers;
266 p->last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */
268 p->do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275
276 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start
279 * at zero.
280 */
281 for (i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286
287 for (i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1;
289
290 p->last_stats.exp = -1;
291 p->last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297} 151}
298 152
299/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
300static void 154static void
301set_first_map (object *op) 155set_first_map (object *op)
302{ 156{
303 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
304 op->x = -1; 158 op->x = -1;
305 op->y = -1; 159 op->y = -1;
160}
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;
306 enter_exit (op, 0); 170 ob->enter_exit (tmp);
307}
308 171
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
309/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
310 * 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
311 * mode. 361 * mode.
312 */ 362 */
313 363player *
314int 364player::create ()
315add_player (client *ns)
316{ 365{
317 player *p = new player; 366 player *pl = new player;
318 367
319 p->ns = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321 369
322 p->next = first_player; 370 pl->ob->roll_stats ();
323 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
324 373
325 p = get_player (p);
326
327 set_first_map (p->ob); 374 set_first_map (pl->ob);
328 375
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 376 return pl;
338} 377}
339 378
340/* 379/*
341 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
367 406
368object * 407object *
369get_nearest_player (object *mon) 408get_nearest_player (object *mon)
370{ 409{
371 object *op = NULL; 410 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 411 objectlink *ol;
374 unsigned lastdist; 412 unsigned lastdist;
375 rv_vector rv; 413 rv_vector rv;
376 414
377 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
378 { 416 {
379 /* 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
380 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
381 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
382 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
386 object *tmp = ol->ob; 424 object *tmp = ol->ob;
387 425
388 /* 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
389 * itself will have been cleared. 427 * itself will have been cleared.
390 */ 428 */
391 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 ());
392 ol = ol->next; 431 ol = ol->next;
393 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
394 if (!ol) 433 if (!ol)
395 return op; 434 return op;
396 } 435 }
409 { 448 {
410 op = ol->ob; 449 op = ol->ob;
411 lastdist = rv.distance; 450 lastdist = rv.distance;
412 } 451 }
413 } 452 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 453
415 { 454 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
420 { 457 {
421 op = pl->ob; 458 op = pl->ob;
422 lastdist = rv.distance; 459 lastdist = rv.distance;
423 } 460 }
424 } 461
425 }
426#if 0 462#if 0
427 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)");
428#endif 464#endif
429 return op; 465 return op;
430} 466}
448 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
449 * 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
450 * is probably not a good thing. 486 * is probably not a good thing.
451 */ 487 */
452#define MAX_SPACES 50 488#define MAX_SPACES 50
453
454 489
455/* 490/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * 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
458 * 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
489 x = mon->x; 524 x = mon->x;
490 y = mon->y; 525 y = mon->y;
491 m = mon->map; 526 m = mon->map;
492 dir = rv.direction; 527 dir = rv.direction;
493 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 */
494 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
495 /* 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. */
496 if (diff > max) 532 if (diff > max)
497 return 0; 533 return 0;
534
498 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
499 { 536 {
500 lastx = x; 537 lastx = x;
501 lasty = y; 538 lasty = y;
502 lastmap = m; 539 lastmap = m;
584 max--; 621 max--;
585 lastdir = dir; 622 lastdir = dir;
586 if (!firstdir) 623 if (!firstdir)
587 firstdir = dir; 624 firstdir = dir;
588 } 625 }
626
589 if (diff <= 1) 627 if (diff <= 1)
590 { 628 {
591 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
592 * headed toward player for entire distance. 630 * headed toward player for entire distance.
593 */ 631 */
594 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
595 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));
596 } 634 }
635
597 if (diff > max) 636 if (diff > max)
598 return 0; 637 return 0;
599 } 638 }
639
600 /* 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 */
601 if (!max) 641 if (!max)
602 return 0; 642 return 0;
603 643
604 return firstdir; 644 return firstdir;
697 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
698 link_player_skills (pl); 738 link_player_skills (pl);
699} 739}
700 740
701void 741void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
787{ 743{
788 if (party == NULL) 744 if (party == NULL)
789 { 745 {
790 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);
791 return; 747 return;
792 } 748 }
749
793 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
796 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
797} 754}
798 755
799
800/* 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. */
801int 757static int
802roll_stat (void) 758roll_stat (void)
803{ 759{
804 int a[4], i, j, k; 760 int a[4], i, j, k;
805 761
806 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
807 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
808 764
809 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 766 if (a[i] < k)
811 k = a[i], j = i; 767 k = a[i], j = i;
812 768
813 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 770 if (i != j)
816 k += a[i]; 771 k += a[i];
817 } 772
818 return k; 773 return k;
819} 774}
820 775
821void 776void
822roll_stats (object *op) 777object::roll_stats ()
823{ 778{
824 int sum = 0;
825 int i = 0, j = 0;
826 int statsort[7]; 779 int statsort [7];
827 780
828 do 781 for (;;)
829 {
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 } 782 {
839 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
840 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
841 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 793
850 /* a quick and dirty bubblesort? */
851 do
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866
867 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
868 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
869 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
870 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
871 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
874 801
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 802 stats.exp = 0;
886 op->stats.ac = 0; 803 stats.ac = 0;
887 804
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
895 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
896 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
897} 817}
898 818
899void 819void
900Roll_Again (object *op) 820object::swap_stats (int a, int b)
901{ 821{
902 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
904 "[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);
905}
906 825
907void 826 stats.Str = contr->orig_stats.Str;
908Swap_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)
909{ 858{
910 signed char tmp;
911 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
912 860
913 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 865}
1028 866
1029/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1033 * not the class. 871 * not the class.
1034 */ 872 */
1035 873void
1036int 874player::chargen_race_done ()
1037key_change_class (object *op, char key)
1038{ 875{
1039 int tmp_loop;
1040
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D')
1048 {
1049 char buf[MAX_BUF];
1050
1051 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1052 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1053 878
1054 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1055 if (tl) 880 if (tl)
1056 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1057 882
1058 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1059 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1060 885
1061 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1062 887
1063 if (op->msg) 888 if (ob->msg)
1064 op->msg = NULL; 889 ob->msg = 0;
1065 890
1066 /* 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
1067 * to save here. 892 * to save here.
1068 */ 893 */
894 {
895 char buf[MAX_BUF];
1069 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1070 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1071 899
1072#ifdef AUTOSAVE
1073 op->contr->last_save_tick = pticks;
1074#endif
1075 start_info (op); 900 start_info (ob);
1076 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1078 link_player_skills (op); 903 link_player_skills (ob);
1079 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1080 fix_player (op); 905 ob->update_stats ();
1081 906
1082 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1083 * is one for this race 908 * is one for this race
1084 */ 909 */
1085 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1086 { 911 {
1087 object *tmp; 912 object *tmp;
1088 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1089 914
1090 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);
1091 tmp = object::create (); 916 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1094 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1095 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;
1096 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1097 * default initial map */ 922 * default initial map */
1098 tmp->destroy (); 923 tmp->destroy ();
1099 } 924 }
1100 else 925 else
1101 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
1102 928
1103 return 0; 929void
1104 } 930player::chargen_race_next ()
1105 931{
1106 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1107 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1108 */ 934 */
1109 935
1110 tmp_loop = 0; 936 do
1111 while (!tmp_loop)
1112 { 937 {
1113 shstr name = op->name; 938 shstr name = ob->name;
1114 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1115 940
1116 remove_statbonus (op); 941 ob->remove_statbonus ();
1117 op->remove (); 942 ob->remove ();
1118 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1119 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1120 op->instantiate (); 945 ob->instantiate ();
1121 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1122 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1123 op->x = x; 948 ob->x = x;
1124 op->y = y; 949 ob->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1127 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1128 add_statbonus (op); 953 ob->add_statbonus ();
1129 tmp_loop = allowed_class (op);
1130 } 954 }
955 while (!allowed_class (ob));
1131 956
1132 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1134 fix_player (op); 959 ob->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1137 op->stats.grace = 0; 962 ob->stats.grace = 0;
1138
1139 if (op->msg)
1140 new_draw_info (NDI_BLUE, 0, op, op->msg);
1141
1142 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1143 return 0;
1144}
1145
1146int
1147key_confirm_quit (object *op, char key)
1148{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 {
1153 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1;
1156 }
1157
1158 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr);
1160
1161 terminate_all_pets (op);
1162 leave_map (op);
1163 op->direction = 0;
1164 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1165
1166 strcpy (op->contr->killer, "quit");
1167 check_score (op);
1168 op->contr->party = NULL;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0';
1171
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1;
1193} 963}
1194 964
1195void 965void
1196flee_player (object *op) 966flee_player (object *op)
1197{ 967{
1254int 1024int
1255check_pick (object *op) 1025check_pick (object *op)
1256{ 1026{
1257 object *tmp, *next; 1027 object *tmp, *next;
1258 int stop = 0; 1028 int stop = 0;
1259 int j, k, wvratio; 1029 int wvratio;
1260 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1261 1031
1262 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1263 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1264 return 1; 1034 return 1;
1265 1035
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &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))));
1336 else 1106 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &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
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1111 }
1112
1370 /* philosophy: 1113 /* philosophy:
1371 * 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
1372 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1374 * 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
1375 * example. 1118 * example.
1376 * 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
1377 * 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
1378 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1629 * found object is returned. 1372 * found object is returned.
1630 */ 1373 */
1631object * 1374object *
1632find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1633{ 1376{
1634 object *tmp = NULL; 1377 object *tmp = 0;
1635 1378
1636 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1637 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))
1638 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1639 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1640 return op; 1383 return op;
1384
1641 return tmp; 1385 return tmp;
1642} 1386}
1643 1387
1644/* 1388/*
1645 * 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
1646 * 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
1647 * 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
1648 * 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.
1649 */ 1393 */
1650
1651object * 1394object *
1652find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1653{ 1396{
1654 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1655 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1878 return 0; 1621 return 0;
1879 } 1622 }
1880 1623
1881 arrow->set_owner (op); 1624 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1626 arrow->direction = dir;
1885 arrow->x = sx;
1886 arrow->y = sy;
1887 1627
1888 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1889 { 1629 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op); 1631 op->update_stats ();
1892 } 1632 }
1893 1633
1894 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1906 1646
1907 /* update the speed */ 1647 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 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;
1910 1650
1911 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1915 1653
1916 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1917 { 1655 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1931 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1932 1670
1933 if (bow->slaying) 1671 if (bow->slaying)
1934 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1935 1673
1936 arrow->map = m;
1937 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1676
1940 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);
1941 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1942 1679
1943 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1681 move_arrow (arrow);
1945 1682
1946 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1972 } 1709 }
1973 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)
1974 { 1711 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1713 wcmod = -1;
1714
1977 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);
1978 } 1716 }
1979 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1980 { 1718 {
1981 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);
2051 1789
2052 if (item->arch) 1790 if (item->arch)
2053 { 1791 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2056 item->speed = 0; 1794 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1795 }
1796
2059 if ((tmp = item->in_player ())) 1797 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1799 }
2062 } 1800 }
2063 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1802 drain_rod_charge (item);
2066 }
2067 } 1803 }
2068} 1804}
2069 1805
2070/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2071 */ 1807 */
2094 case range_misc: 1830 case range_misc:
2095 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
2096 return; 1832 return;
2097 1833
2098 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
2099 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2100 {
2101 op->contr->ranges[range_golem] = 0;
2102 op->contr->shoottype = range_none;
2103 }
2104 else
2105 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
2106 return; 1836 return;
2107 1837
2108 case range_skill: 1838 case range_skill:
2109 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
2110 { 1840 {
2111 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
2112 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
2113 return; 1844 return;
2114 } 1845 }
1846
2115 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
2116 return; 1848 return;
2117 case range_builder: 1849 case range_builder:
2118 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
2119 return; 1851 return;
2120 default: 1852 default:
2121 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2122 return; 1854 return;
2123 } 1855 }
2124} 1856}
2125
2126
2127 1857
2128/* find_key 1858/* find_key
2129 * 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
2130 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
2131 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
2133 * pl is the player, 1863 * pl is the player,
2134 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
2135 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
2136 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
2137 */ 1867 */
2138
2139object * 1868object *
2140find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
2141{ 1870{
2142 object *tmp, *key; 1871 object *tmp, *key;
2143 1872
2144 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
2145 if (container->inv == NULL) 1874 if (!container->inv)
2146 return NULL; 1875 return 0;
2147 1876
2148 /* 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 */
2149 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
2150 { 1879 {
2151 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
2152 break; 1881 break;
2153 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
2154 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
2155 */ 1884 */
2156 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2157 break; 1886 break;
2158 } 1887 }
1888
2159 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
2160 /* 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.
2161 * 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
2162 * a key, return 1892 * a key, return
2163 */ 1893 */
2164 if (!tmp) 1894 if (!tmp)
2165 { 1895 {
2166 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2167 { 1897 {
2168 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
2169 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
2170 { 1900 {
2171 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
2172 return key; 1902 return key;
2173 } 1903 }
2174 } 1904 }
1905
2175 if (!tmp) 1906 if (!tmp)
2176 return NULL; 1907 return NULL;
2177 } 1908 }
1909
2178 /* 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,
2179 * see if we actually want to use it 1911 * see if we actually want to use it
2180 */ 1912 */
2181 if (pl != container) 1913 if (pl != container)
2182 { 1914 {
2203 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2204 "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));
2205 return NULL; 1937 return NULL;
2206 } 1938 }
2207 } 1939 }
1940
2208 return tmp; 1941 return tmp;
2209} 1942}
2210 1943
2211/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2212 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2230 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);
2231 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2232 make_visible (op); 1965 make_visible (op);
2233 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2234 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2235 if (door->type == DOOR) 1969 if (door->type == DOOR)
2236 {
2237 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 */
2238 }
2239 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2240 { 1972 {
2241 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));
2242 remove_door2 (door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2243 } 1975 }
1976
2244 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2245 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2246 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2247 if (container != op) 1980 if (container != op)
2248 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2249 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2250 } 1984 }
2251 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2252 { 1986 {
2253 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2254 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2255 return 1; 1989 return 1;
2256 } 1990 }
1991
2257 return 0; 1992 return 0;
2258} 1993}
2259 1994
2260/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2261 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2287 */ 2022 */
2288 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))
2289 { 2024 {
2290 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2291 { 2026 {
2292 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2293 if (!m) 2028 if (!m)
2294 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2295 } 2030 }
2296 else 2031 else
2297 m = op->map; 2032 m = op->map;
2298 2033
2299 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2034 if (!(tmp = m->at (nx, ny).bot))
2300 {
2301 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2302 return; 2035 return;
2303 }
2304 2036
2305 mon = 0; 2037 mon = 0;
2306 /* 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
2307 * 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.
2308 * 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
2361 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2362 { 2094 {
2363 /* 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 */
2364 if (op->contr->braced) 2096 if (op->contr->braced)
2365 return; 2097 return;
2098
2366 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);
2367 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2368 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2369 make_visible (op); 2102 make_visible (op);
2103
2370 return; 2104 return;
2371 } 2105 }
2372 2106
2373 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2374 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2388 !on_battleground)) 2122 !on_battleground))
2389 { 2123 {
2390 if (!op->contr->braced) 2124 if (!op->contr->braced)
2391 { 2125 {
2392 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);
2393 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2394 } 2128 }
2395 else 2129 else
2396 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2397 2131
2398 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2413 * 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
2414 * and be living. Then, it must be one of the following: 2148 * and be living. Then, it must be one of the following:
2415 * 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
2416 * 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.
2417 */ 2151 */
2418
2419 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2420 ((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)))
2421 { 2154 {
2422 2155
2423 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2457int 2190int
2458move_player (object *op, int dir) 2191move_player (object *op, int dir)
2459{ 2192{
2460 int pick; 2193 int pick;
2461 2194
2462 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2463 return 0; 2196 return 0;
2464 2197
2465 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2466 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2467 { 2200 {
2468 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2469 return 0; 2202 return 0;
2470 } 2203 }
2471 2204
2472 /* peterm: added following line */ 2205 /* peterm: added following line */
2473 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2474 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2475 2208
2476 op->facing = dir; 2209 op->facing = dir;
2477 2210
2478 if (op->hide) 2211 if (op->hide)
2479 do_hidden_move (op); 2212 do_hidden_move (op);
2512 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2513 */ 2246 */
2514int 2247int
2515handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2516{ 2249{
2517 if (op->contr->hidden)
2518 {
2519 op->invisible = 1000;
2520 /* the socket code flashes the player visible/invisible
2521 * depending on the value of invisible, so we need to
2522 * alternate it here for it to work correctly.
2523 */
2524 if (pticks & 2)
2525 op->invisible--;
2526 }
2527 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2528 {
2529 op->invisible--;
2530 if (!op->invisible)
2531 {
2532 make_visible (op);
2533 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2534 }
2535 }
2536
2537 if (QUERY_FLAG (op, FLAG_SCARED)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2538 { 2251 {
2539 flee_player (op); 2252 flee_player (op);
2540 /* 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 */
2541 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2542 { 2255 {
2543 op->speed_left--; 2256 op->speed_left--;
2544 return 0; 2257 return 0;
2545 } 2258 }
2546 } 2259 }
2547
2548 /* I've been seeing crashes where the golem has been destroyed, but
2549 * the player object still points to the defunct golem. The code that
2550 * destroys the golem looks correct, and it doesn't always happen, so
2551 * put this in a a workaround to clean up the golem pointer.
2552 */
2553 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2554 op->contr->ranges[range_golem] = 0;
2555 2260
2556 /* 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
2557 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2263 * called, so we recheck it here.
2559 */ 2264 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2265 if (op->contr->ns->handle_command ())
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2266 return 1;
2562 ;
2563 2267
2564 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2565 return 0; 2269 {
2566
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2568 { 2271 {
2569 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2570 op->speed_left--; 2273 op->speed_left--;
2571 2274
2572 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2573 * 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
2574 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2575 */ 2278 */
2576 move_player (op, op->direction); 2279 move_player (op, op->direction);
2577 if (op->speed_left > 0) 2280
2578 return 1; 2281 return op->speed_left > 0;
2579 else 2282 }
2580 return 0;
2581 } 2283 }
2582 2284
2583 return 0; 2285 return 0;
2584} 2286}
2585 2287
2605 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2606 2308
2607 if (op->stats.food < 0) 2309 if (op->stats.food < 0)
2608 op->stats.food = 999; 2310 op->stats.food = 999;
2609 2311
2610 fix_player (op); 2312 op->update_stats ();
2611 return 1; 2313 return 1;
2612 } 2314 }
2613 2315
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623 * from. 2325 * from.
2624 */ 2326 */
2625void 2327void
2626remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2627{ 2329{
2628 object *next;
2629
2630 while (op) 2330 while (op)
2631 { 2331 {
2632 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' */
2633 * we remove object 'op' 2333
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2335 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2643 } 2340 }
2644 else if (op->inv) 2341 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2646 2343
2647 op = next; 2344 op = next;
2648 } 2345 }
2649} 2346}
2650
2651 2347
2652/* 2348/*
2653 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2386 strcat (buf2, buf);
2691 2387
2692 return buf2; 2388 return buf2;
2693} 2389}
2694
2695
2696 2390
2697void 2391void
2698do_some_living (object *op) 2392do_some_living (object *op)
2699{ 2393{
2700 int last_food = op->stats.food; 2394 int last_food = op->stats.food;
2706 int rate_grace = 2000; 2400 int rate_grace = 2000;
2707 const int max_hp = 1; 2401 const int max_hp = 1;
2708 const int max_sp = 1; 2402 const int max_sp = 1;
2709 const int max_grace = 1; 2403 const int max_grace = 1;
2710 2404
2711 if (op->contr->outputs_sync) 2405 if (op->contr->hidden)
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--;
2712 { 2414 }
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2714 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2416 {
2715 flush_output_element (op, &op->contr->outputs[i]); 2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2716 } 2422 }
2717 2423
2718 if (op->contr->ns->state == ST_PLAYING) 2424 if (op->contr->ns->state == ST_PLAYING)
2719 { 2425 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2428 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2430 else
2726 { 2431 {
2727 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2434 }
2435
2730 if (op->contr->gen_sp >= 0) 2436 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2438 else
2733 { 2439 {
2734 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2442 }
2443
2737 if (op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2446 else
2740 { 2447 {
2741 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2742 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2743 } 2450 }
2744 2451
2745 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2746 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2747 { 2454 {
2748 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);
2749 if (op->stats.sp < op->stats.maxsp) 2456 if (op->stats.sp < op->stats.maxsp)
2750 { 2457 {
2751 op->stats.sp++; 2458 op->stats.sp++;
2757 op->stats.food += op->contr->digestion; 2464 op->stats.food += op->contr->digestion;
2758 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))
2759 op->stats.food = last_food; 2466 op->stats.food = last_food;
2760 } 2467 }
2761 } 2468 }
2469
2762 if (max_sp > 1) 2470 if (max_sp > 1)
2763 { 2471 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2472 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2473 if (over_sp > 0)
2766 { 2474 {
2767 if (op->stats.sp < op->stats.maxsp) 2475 if (op->stats.sp < op->stats.maxsp)
2768 { 2476 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2770 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))
2771 op->stats.sp--; 2480 op->stats.sp--;
2481
2772 if (op->stats.sp > op->stats.maxsp) 2482 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2483 op->stats.sp = op->stats.maxsp;
2774 } 2484 }
2775 op->last_sp = 0; 2485 op->last_sp = 0;
2776 } 2486 }
2777 else 2487 else
2778 {
2779 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);
2780 }
2781 } 2489 }
2782 else 2490 else
2783 {
2784 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);
2785 }
2786 } 2492 }
2787 2493
2788 /* Regenerate Grace */ 2494 /* Regenerate Grace */
2789 /* 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. */
2790 if (--op->last_grace < 0) 2496 if (--op->last_grace < 0)
2791 { 2497 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2498 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2794 if (max_grace > 1) 2501 if (max_grace > 1)
2795 { 2502 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2504 if (over_grace > 0)
2798 { 2505 {
2826 op->stats.food += op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2827 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))
2828 op->stats.food = last_food; 2535 op->stats.food = last_food;
2829 } 2536 }
2830 } 2537 }
2538
2831 if (max_hp > 1) 2539 if (max_hp > 1)
2832 { 2540 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2542 if (over_hp > 0)
2835 { 2543 {
2859 2567
2860 if (op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2861 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);
2862 else 2570 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2864 /* dms do not consume food */ 2573 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2575 op->stats.food--;
2867 } 2576 }
2868 }
2869 2577
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2579 {
2872 object *tmp, *flesh = NULL; 2580 object *tmp, *flesh = 0;
2873 2581
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 { 2583 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 { 2585 {
2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2880 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.");
2881 manual_apply (op, tmp, 0); 2589 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2591 break;
2884 } 2592 }
2885 else if (tmp->type == FLESH) 2593 else if (tmp->type == FLESH)
2886 flesh = tmp; 2594 flesh = tmp;
2887 } /* End if paid for object */ 2595 } /* End if paid for object */
2888 } /* end of for loop */ 2596 } /* end of for loop */
2597
2889 /* 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
2890 * eat flesh instead. 2599 * eat flesh instead.
2891 */ 2600 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2602 {
2894 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.");
2895 manual_apply (op, flesh, 0); 2604 manual_apply (op, flesh, 0);
2896 } 2605 }
2897 } /* end if player is starving */ 2606 }
2898 2607
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2901 2610
2902 if (!op->contr->ns->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))
2903 kill_player (op); 2612 kill_player (op);
2613 }
2904} 2614}
2905
2906
2907 2615
2908/* 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.
2909 * 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
2910 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2619 * file.
2941 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!");
2942 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...");
2943 2651
2944 /* restore player */ 2652 /* restore player */
2945 at = archetype::find ("poisoning"); 2653 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2655 {
2949 tmp->destroy (); 2656 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2658 }
2952 2659
2953 at = archetype::find ("confusion"); 2660 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2661 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2662 {
2957 tmp->destroy (); 2663 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2665 }
2960 2666
2962 op->stats.hp = op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2669 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2670 op->stats.food = 999;
2965 2671
2966 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2674 {
2970 sprintf (buf, "%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2676 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2973 " 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",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2680 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2681 tmp->value = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2978 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2684 }
2981 2685
2982 /* teleport defeated player to new destination */ 2686 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2688 op->contr->braced = 0;
2989 2693
2990 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2991 2695
2992 if (op->stats.food < 0) 2696 if (op->stats.food < 0)
2993 { 2697 {
2994 if (op->contr->explore)
2995 {
2996 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2997 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2998 op->stats.food = 999;
2999 return;
3000 }
3001 sprintf (buf, "%s starved to death.", &op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
3002 strcpy (op->contr->killer, "starvation"); 2699 strcpy (op->contr->killer, "starvation");
3003 } 2700 }
3004 else 2701 else
3005 {
3006 if (op->contr->explore)
3007 {
3008 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3009 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3010 op->stats.hp = op->stats.maxhp;
3011 return;
3012 }
3013 sprintf (buf, "%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
3014 } 2703
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2705
3017 /* save the map location for corpse, gravestone */ 2706 /* save the map location for corpse, gravestone */
3018 x = op->x; 2707 x = op->x;
3019 y = op->y; 2708 y = op->y;
3020 map = op->map; 2709 map = op->map;
3021 2710
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * 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.
3027 * 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.
3028 */ 2714 */
3029 2715
3030 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2718 * of death.
3033 */ 2719 */
3034#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2721 if (settings.balanced_stat_loss)
3036 { 2722 {
3037 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
3038 /* 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
3039 more if they do. */ 2725 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2728 little bit harder. */
3043 /* GD */ 2729 /* GD */
3044 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2731 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2732 else
3050 { 2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
3051 num_stats_lose = 1; 2736 num_stats_lose = 1;
3052 } 2737
3053 lost_a_stat = 0; 2738 lost_a_stat = 0;
3054 2739
3055 for (z = 0; z < num_stats_lose; z++) 2740 for (z = 0; z < num_stats_lose; z++)
3056 { 2741 {
3057 i = RANDOM () % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
3058 2743
3059 if (settings.stat_loss_on_death) 2744 if (settings.stat_loss_on_death)
3060 { 2745 {
3061 /* 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
3062 * what he lost. 2747 * what he lost.
3063 */ 2748 */
3064 change_attr_value (&(op->stats), i, -1); 2749 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats)); 2750 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 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);
3070 } 2767 }
3071 else 2768 lose_this_stat = 1;
2769 if (settings.balanced_stat_loss)
3072 { 2770 {
3073 /* deplete a stat */ 2771 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2772 /* Get the stat that we're about to deplete. */
3075 object *dep; 2773 this_stat = get_attr_value (&(dep->stats), i);
3076 2774 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2775 {
3080 dep = arch_to_object (deparch); 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2777 int keep_chance = this_stat * this_stat;
3082 } 2778
3083 lose_this_stat = 1; 2779 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 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)
3090 { 2785 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2786 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2788 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2789 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2790 else
3125 if (this_stat >= -50)
3126 { 2791 {
3127 change_attr_value (&(dep->stats), i, -1); 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 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"); */
3132 } 2797 }
3133 } 2798 }
3134 } 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 }
3135 } 2818 }
2819 }
2820 }
3136 /* If no stat lost, tell the player. */ 2821 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2822 if (!lost_a_stat)
3138 { 2823 {
3139 /* determine_god() seems to not work sometimes... why is this? 2824 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2825 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2826 const char *god = determine_god (op);
3142 2827
3143 if (god && (strcmp (god, "none"))) 2828 if (god && (strcmp (god, "none")))
3144 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);
3145 else 2830 else
3146 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.");
3147 } 2832 }
3148#else 2833#else
3149 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.");
3150#endif 2835#endif
3151 2836
3152 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2838 * exp loss on the stone.
3154 */ 2839 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2841 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2842 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2843 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2844 tmp->name_pl = buf;
3160 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);
3161 tmp->msg = buf; 2846 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2847 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2849
3165 /**************************************/ 2850 /**************************************/
3166 /* */ 2851 /* */
3167 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
3170 /* */ 2855 /* */
3171 /**************************************/ 2856 /**************************************/
3172 2857
3173 /* remove any poisoning and confusion the character may be suffering. */ 2858 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2859 /* restore player */
3175 at = archetype::find ("poisoning"); 2860 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2861 tmp = present_arch_in_ob (at, op);
3177 2862
3178 if (tmp) 2863 if (tmp)
3179 { 2864 {
3180 tmp->destroy (); 2865 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2867 }
3183 2868
3184 at = archetype::find ("confusion"); 2869 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2870 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2871 if (tmp)
3187 { 2872 {
3188 tmp->destroy (); 2873 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2875 }
3191 2876
3192 cure_disease (op, 0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
3193 2878
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2880 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2881 if (op->stats.food < 100)
3197 op->stats.food = 900; 2882 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2886
3202 /* 2887 /*
3203 * 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
3204 * the player has any unpaid items. If so, remove them and put them back 2889 * and put them back in the map.
3205 * in the map. 2890 */
3206 */
3207
3208 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
3210 2892
3211 /****************************************/ 2893 /****************************************/
3212 /* */ 2894 /* */
3213 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
3215 /* */ 2897 /* */
3216 /****************************************/ 2898 /****************************************/
3217 2899
3218 enter_player_savebed (op); 2900 enter_player_savebed (op);
3219 2901
3220 /* Save the player before inserting the force to reduce
3221 * chance of abuse.
3222 */
3223 op->contr->braced = 0; 2902 op->contr->braced = 0;
3224 save_player (op, 1);
3225 2903
3226 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 2907 * on the space that might harm the player.
3230 */ 2908 */
3231 will_kill_again = 0; 2909 will_kill_again = 0;
3232 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)
3233 if (tmp->type == SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
3235 2913
3236 if (will_kill_again) 2914 if (will_kill_again)
3237 { 2915 {
3238 object *force; 2916 object *force;
3239 int at; 2917 int at;
3240 2918
3241 force = get_archetype (FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 2921 force->speed = 0.1;
3244 force->speed_left = -5.0; 2922 force->speed_left = -5.0;
3245 SET_FLAG (force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 2924 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 2926 force->resist[at] = 100;
3249 2927
3250 insert_ob_in_ob (force, op); 2928 insert_ob_in_ob (force, op);
3251 fix_player (op); 2929 op->update_stats ();
3252 2930
3253 } 2931 }
3254 2932
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 2934}
3324
3325 2935
3326void 2936void
3327loot_object (object *op) 2937loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 2938{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 2939 object *tmp, *tmp2, *next;
3330 2940
3331 if (op->container) 2941 op->close_container (); /* close open sack first */
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container);
3334 }
3335 2942
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 2943 for (tmp = op->inv; tmp; tmp = next)
3337 { 2944 {
3338 next = tmp->below; 2945 next = tmp->below;
2946
3339 if (tmp->invisible) 2947 if (tmp->invisible)
3340 continue; 2948 continue;
2949
3341 tmp->remove (); 2950 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 2951 tmp->x = op->x, tmp->y = op->y;
2952
3343 if (tmp->type == CONTAINER) 2953 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 2954 loot_object (tmp); /* empty container to ground */
3345 loot_object (tmp); 2955
3346 }
3347 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))))
3348 { 2957 {
3349 if (tmp->nrof > 1) 2958 if (tmp->nrof > 1)
3350 { 2959 {
3351 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3352 tmp2->destroy (); 2961 tmp2->destroy ();
3363/* 2972/*
3364 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3365 * 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
3366 * was changed. 2975 * was changed.
3367 */ 2976 */
3368
3369void 2977void
3370fix_weight (void) 2978fix_weight (void)
3371{ 2979{
3372 player *pl; 2980 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 2981 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 2983
3378 if (old == sum) 2984 if (old == sum)
3379 continue; 2985 continue;
3380 fix_player (pl->ob); 2986 pl->ob->update_stats ();
3381 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);
3382 } 2988 }
3383} 2989}
3384 2990
3385void 2991void
3386fix_luck (void) 2992fix_luck (void)
3387{ 2993{
3388 player *pl; 2994 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 2995 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 2996 pl->ob->change_luck (0);
3393} 2997}
3394
3395 2998
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3399 */ 3002 */
3400
3401void 3003void
3402cast_dust (object *op, object *throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3403{ 3005{
3404 object *skop, *spob; 3006 object *skop, *spob;
3405 3007
3439 if (op->type == PLAYER) 3041 if (op->type == PLAYER)
3440 { 3042 {
3441 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3442 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3443 } 3045 }
3046
3444 update_object (op, UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3445} 3048}
3446 3049
3447int 3050int
3448is_true_undead (object *op) 3051is_true_undead (object *op)
3449{ 3052{
3450 object *tmp = NULL;
3451
3452 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3453 return 1; 3054 return 1;
3454 3055
3455 return 0; 3056 return 0;
3456} 3057}
3515 3116
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3118
3518 /* 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! */
3519 if (op->type == PLAYER && op->contr->run_on) 3120 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3121 if (!skop || num >= skop->level)
3522 { 3122 {
3523 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!");
3524 make_visible (op); 3124 make_visible (op);
3525 return; 3125 return;
3526 } 3126 }
3527 else 3127 else
3528 num += 20; 3128 num += 20;
3529 } 3129
3530 num += op->map->difficulty; 3130 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3131 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3132 num -= hide;
3133
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3135 {
3535 make_visible (op); 3136 make_visible (op);
3536 if (op->type == PLAYER) 3137 if (op->type == PLAYER)
3537 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!");
3538 } 3139 }
3539 else if (op->type == PLAYER && skop) 3140 else if (op->type == PLAYER && skop)
3540 {
3541 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);
3542 }
3543} 3142}
3544 3143
3545/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3546 3145
3547int 3146int
3614 if (pl->type != PLAYER) 3213 if (pl->type != PLAYER)
3615 { 3214 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3216 return -1;
3618 } 3217 }
3218
3619 if (!pl || !op) 3219 if (!pl || !op)
3620 return 0; 3220 return 0;
3621 3221
3622 if (op->head)
3623 {
3624 op = op->head; 3222 op = op->head_ ();
3625 } 3223
3626 get_rangevector (pl, op, &rv, 0x1); 3224 get_rangevector (pl, op, &rv, 0x1);
3627 3225
3628 /* starting with the 'head' part, lets loop 3226 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3227 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3228 * part that is in the los array but isnt on
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3346 int i = 0, j = 0;
3749 3347
3750 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3759 3357
3760 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3761 return; 3359 return;
3762 3360
3763 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++);
3764 3362
3765 if (tr == NULL || tr->item == NULL) 3363 if (!tr || !tr->item)
3766 { 3364 {
3767 /* 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]); */
3768 return; 3366 return;
3769 } 3367 }
3770 3368
3895 * not readied. 3493 * not readied.
3896 */ 3494 */
3897void 3495void
3898player_unready_range_ob (player *pl, object *ob) 3496player_unready_range_ob (player *pl, object *ob)
3899{ 3497{
3900 rangetype i;
3901
3902 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))
3903 {
3904 if (pl->ranges[i] == ob) 3499 if (pl->ranges[i] == ob)
3905 { 3500 {
3906 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3907 if (pl->shoottype == i) 3502 if (pl->shoottype == i)
3908 {
3909 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3910 }
3911 } 3504 }
3912 }
3913} 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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