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Comparing deliantra/server/server/player.C (file contents):
Revision 1.38 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
173 size += strlen (buf); 144 size += strlen (buf);
174 } 145 }
175 } 146 }
176 147
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
240
241 roll_stats (op);
242 p->state = ST_ROLL_STAT;
243 clear_los (op);
244
245 p->gen_sp_armour = 10;
246 p->last_speed = -1;
247 p->shoottype = range_none;
248 p->bowtype = bow_normal;
249 p->petmode = pet_normal;
250 p->listening = 10;
251 p->usekeys = containers;
252 p->last_weapon_sp = -1;
253 p->peaceful = 1; /* default peaceful */
254 p->do_los = 1;
255 p->explore = 0;
256 p->no_shout = 0; /* default can shout */
257
258 assign (p->title, op->arch->clone.name);
259 op->race = op->arch->clone.race;
260
261 CLEAR_FLAG (op, FLAG_READY_SKILL);
262
263 /* we need to clear these to -1 and not zero - otherwise,
264 * if a player quits and starts a new character, we wont
265 * send new values to the client, as things like exp start
266 * at zero.
267 */
268 for (i = 0; i < NUM_SKILLS; i++)
269 {
270 p->last_skill_exp[i] = -1;
271 p->last_skill_ob[i] = NULL;
272 }
273
274 for (i = 0; i < NROFATTACKS; i++)
275 p->last_resist[i] = -1;
276
277 p->last_stats.exp = -1;
278 p->last_weight = (uint32) - 1;
279
280 p->socket->update_look = 0;
281 p->socket->look_position = 0;
282
283 return p;
284} 151}
285 152
286/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
287static void 154static void
288set_first_map (object *op) 155set_first_map (object *op)
289{ 156{
290 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
291 op->x = -1; 158 op->x = -1;
292 op->y = -1; 159 op->y = -1;
293 enter_exit (op, NULL);
294} 160}
295 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 4;
324 outputs_count = 4;
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
296/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
297 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
298 * mode. 361 * mode.
299 */ 362 */
300 363player *
301int 364player::create ()
302add_player (client_socket *ns)
303{ 365{
304 player *p = new player; 366 player *pl = new player;
305 367
306 p->socket = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
307 ns->pl = p;
308 369
309 p->next = first_player; 370 pl->ob->roll_stats ();
310 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
311 373
312 p = get_player (p);
313
314 set_first_map (p->ob); 374 set_first_map (pl->ob);
315 375
316 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
317 add_friendly_object (p->ob);
318 send_rules (p->ob);
319 send_news (p->ob);
320 display_motd (p->ob);
321 get_name (p->ob);
322
323 return 0; 376 return pl;
324} 377}
325 378
326/* 379/*
327 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
328 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
337 { 390 {
338 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
339 at = first_archetype; 392 at = first_archetype;
340 else 393 else
341 at = at->next; 394 at = at->next;
395
342 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
343 return at; 397 return at;
398
344 if (at == start) 399 if (at == start)
345 { 400 {
346 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
347 exit (-1); 402 exit (-1);
348 } 403 }
349 } 404 }
350} 405}
351 406
352
353object * 407object *
354get_nearest_player (object *mon) 408get_nearest_player (object *mon)
355{ 409{
356 object *op = NULL; 410 object *op = NULL;
357 player *pl = NULL;
358 objectlink *ol; 411 objectlink *ol;
359 unsigned lastdist; 412 unsigned lastdist;
360 rv_vector rv; 413 rv_vector rv;
361 414
362 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
363 { 416 {
364 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
365 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
366 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
367 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
371 object *tmp = ol->ob; 424 object *tmp = ol->ob;
372 425
373 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
374 * itself will have been cleared. 427 * itself will have been cleared.
375 */ 428 */
376 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
377 ol = ol->next; 431 ol = ol->next;
378 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
379 if (!ol) 433 if (!ol)
380 return op; 434 return op;
381 } 435 }
394 { 448 {
395 op = ol->ob; 449 op = ol->ob;
396 lastdist = rv.distance; 450 lastdist = rv.distance;
397 } 451 }
398 } 452 }
399 for (pl = first_player; pl != NULL; pl = pl->next) 453
400 { 454 for_all_players (pl)
401 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
402 {
403
404 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
405 { 457 {
406 op = pl->ob; 458 op = pl->ob;
407 lastdist = rv.distance; 459 lastdist = rv.distance;
408 } 460 }
409 } 461
410 }
411#if 0 462#if 0
412 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 464#endif
414 return op; 465 return op;
415} 466}
433 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 486 * is probably not a good thing.
436 */ 487 */
437#define MAX_SPACES 50 488#define MAX_SPACES 50
438
439 489
440/* 490/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
474 x = mon->x; 524 x = mon->x;
475 y = mon->y; 525 y = mon->y;
476 m = mon->map; 526 m = mon->map;
477 dir = rv.direction; 527 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
480 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
481 if (diff > max) 532 if (diff > max)
482 return 0; 533 return 0;
534
483 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
484 { 536 {
485 lastx = x; 537 lastx = x;
486 lasty = y; 538 lasty = y;
487 lastmap = m; 539 lastmap = m;
569 max--; 621 max--;
570 lastdir = dir; 622 lastdir = dir;
571 if (!firstdir) 623 if (!firstdir)
572 firstdir = dir; 624 firstdir = dir;
573 } 625 }
626
574 if (diff <= 1) 627 if (diff <= 1)
575 { 628 {
576 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
577 * headed toward player for entire distance. 630 * headed toward player for entire distance.
578 */ 631 */
579 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
580 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
581 } 634 }
635
582 if (diff > max) 636 if (diff > max)
583 return 0; 637 return 0;
584 } 638 }
639
585 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
586 if (!max) 641 if (!max)
587 return 0; 642 return 0;
588 643
589 return firstdir; 644 return firstdir;
682 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
683 link_player_skills (pl); 738 link_player_skills (pl);
684} 739}
685 740
686void 741void
687get_name (object *op)
688{
689 op->contr->write_buf[0] = '\0';
690 op->contr->state = ST_GET_NAME;
691 send_query (op->contr->socket, 0, "What is your name?\n:");
692}
693
694void
695get_password (object *op)
696{
697 op->contr->write_buf[0] = '\0';
698 op->contr->state = ST_GET_PASSWORD;
699 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
700}
701
702void
703play_again (object *op)
704{
705 op->contr->state = ST_PLAY_AGAIN;
706 op->chosen_skill = NULL;
707 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
708 /* a bit of a hack, but there are various places early in th
709 * player creation process that a user can quit (eg, roll
710 * stats) that isn't removing the player. Taking a quick
711 * look, there are many places that call play_again without
712 * removing the player - it probably makes more sense
713 * to leave it to play_again to remove the object in all
714 * cases.
715 */
716 if (!QUERY_FLAG (op, FLAG_REMOVED))
717 op->remove ();
718 /* Need to set this to null - otherwise, it could point to garbage,
719 * and draw() doesn't check to see if the player is removed, only if
720 * the map is null or not swapped out.
721 */
722 op->map = NULL;
723}
724
725int
726receive_play_again (object *op, char key)
727{
728 if (key == 'q' || key == 'Q')
729 {
730 remove_friendly_object (op);
731 leave (op->contr, 0); /* ericserver will draw the message */
732 return 2;
733 }
734 else if (key == 'a' || key == 'A')
735 {
736 player *pl = op->contr;
737 shstr name = op->name;
738
739 op->contr = 0;
740 op->type = 0;
741 op->destroy (1);
742 pl = get_player (pl);
743 op = pl->ob;
744 add_friendly_object (op);
745 op->contr->password[0] = '~';
746 op->name = op->name_pl = 0;
747 /* Lets put a space in here */
748 new_draw_info (NDI_UNIQUE, 0, op, "\n");
749 get_name (op);
750 op->name = op->name_pl = name;
751 set_first_map (op);
752 }
753 else
754 /* user pressed something else so just ask again... */
755 play_again (op);
756
757 return 0;
758}
759
760void
761confirm_password (object *op)
762{
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->state = ST_CONFIRM_PASSWORD;
766 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
767}
768
769void
770get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
771{ 743{
772 if (party == NULL) 744 if (party == NULL)
773 { 745 {
774 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
775 return; 747 return;
776 } 748 }
749
777 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
778 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
779 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
781} 754}
782
783 755
784/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
785int 757static int
786roll_stat (void) 758roll_stat (void)
787{ 759{
788 int a[4], i, j, k; 760 int a[4], i, j, k;
789 761
790 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
791 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
792 764
793 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
794 if (a[i] < k) 766 if (a[i] < k)
795 k = a[i], j = i; 767 k = a[i], j = i;
796 768
797 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
798 {
799 if (i != j) 770 if (i != j)
800 k += a[i]; 771 k += a[i];
801 } 772
802 return k; 773 return k;
803} 774}
804 775
805void 776void
806roll_stats (object *op) 777object::roll_stats ()
807{ 778{
808 int sum = 0;
809 int i = 0, j = 0;
810 int statsort[7]; 779 int statsort [7];
811 780
812 do 781 for (;;)
813 {
814 op->stats.Str = roll_stat ();
815 op->stats.Dex = roll_stat ();
816 op->stats.Int = roll_stat ();
817 op->stats.Con = roll_stat ();
818 op->stats.Wis = roll_stat ();
819 op->stats.Pow = roll_stat ();
820 op->stats.Cha = roll_stat ();
821 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
822 } 782 {
823 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
824 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
825 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
826 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
827 statsort[1] = op->stats.Dex;
828 statsort[2] = op->stats.Int;
829 statsort[3] = op->stats.Con;
830 statsort[4] = op->stats.Wis;
831 statsort[5] = op->stats.Pow;
832 statsort[6] = op->stats.Cha;
833 793
834 /* a quick and dirty bubblesort? */
835 do
836 {
837 if (statsort[i] < statsort[i + 1])
838 {
839 j = statsort[i];
840 statsort[i] = statsort[i + 1];
841 statsort[i + 1] = j;
842 i = 0;
843 }
844 else
845 {
846 i++;
847 }
848 }
849 while (i < 6);
850
851 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
852 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
853 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
854 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
855 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
856 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
857 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
858 801
859
860 op->contr->orig_stats.Str = op->stats.Str;
861 op->contr->orig_stats.Dex = op->stats.Dex;
862 op->contr->orig_stats.Int = op->stats.Int;
863 op->contr->orig_stats.Con = op->stats.Con;
864 op->contr->orig_stats.Wis = op->stats.Wis;
865 op->contr->orig_stats.Pow = op->stats.Pow;
866 op->contr->orig_stats.Cha = op->stats.Cha;
867
868 op->level = 1;
869 op->stats.exp = 0; 802 stats.exp = 0;
870 op->stats.ac = 0; 803 stats.ac = 0;
871 804
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player (op);
877 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
878 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
879 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
880 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
881} 817}
882 818
883void 819void
884Roll_Again (object *op) 820object::swap_stats (int a, int b)
885{ 821{
886 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
887 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
888 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
889}
890 825
891void 826 stats.Str = contr->orig_stats.Str;
892Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
893{ 858{
894 signed char tmp;
895 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
896 860
897 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
898 {
899 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
900 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
901 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
902 return;
903 }
904
905 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
906
907 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
908
909 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
910
911 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
912 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
913 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
914 op->stats.Dex = op->contr->orig_stats.Dex;
915 op->stats.Con = op->contr->orig_stats.Con;
916 op->stats.Int = op->contr->orig_stats.Int;
917 op->stats.Wis = op->contr->orig_stats.Wis;
918 op->stats.Pow = op->contr->orig_stats.Pow;
919 op->stats.Cha = op->contr->orig_stats.Cha;
920 op->stats.ac = 0;
921
922 op->level = 1;
923 op->stats.exp = 0;
924 op->stats.ac = 0;
925
926 op->contr->levhp[1] = 9;
927 op->contr->levsp[1] = 6;
928 op->contr->levgrace[1] = 3;
929
930 fix_player (op);
931 op->stats.hp = op->stats.maxhp;
932 op->stats.sp = op->stats.maxsp;
933 op->stats.grace = op->stats.maxgrace;
934 op->contr->orig_stats = op->stats;
935 op->contr->Swap_First = -1;
936}
937
938
939/* This code has been greatly reduced, because with set_attr_value
940 * and get_attr_value, the stats can be accessed just numeric
941 * ids. stat_trans is a table that translate the number entered
942 * into the actual stat. It is needed because the order the stats
943 * are displayed in the stat window is not the same as how
944 * the number's access that stat. The table does that translation.
945 */
946int
947key_roll_stat (object *op, char key)
948{
949 int keynum = key - '0';
950 char buf[MAX_BUF];
951 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
952
953 if (keynum > 0 && keynum <= 7)
954 {
955 if (op->contr->Swap_First == -1)
956 {
957 op->contr->Swap_First = stat_trans[keynum];
958 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
959 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
960 }
961 else
962 Swap_Stat (op, stat_trans[keynum]);
963
964 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
965 return 1;
966 }
967 switch (key)
968 {
969 case 'n':
970 case 'N':
971 {
972 SET_FLAG (op, FLAG_WIZ);
973 if (op->map == NULL)
974 {
975 LOG (llevError, "Map == NULL in state 2\n");
976 break;
977 }
978
979#if 0
980 /* So that enter_exit will put us at startx/starty */
981 op->x = -1;
982
983 enter_exit (op, NULL);
984#endif
985 SET_ANIMATION (op, 2); /* So player faces south */
986 /* Enter exit adds a player otherwise */
987 add_statbonus (op);
988 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
989 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
990 op->contr->state = ST_CHANGE_CLASS;
991 if (op->msg)
992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993 return 0;
994 }
995 case 'y':
996 case 'Y':
997 roll_stats (op);
998 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
999 return 1;
1000
1001 case 'q':
1002 case 'Q':
1003 play_again (op);
1004 return 1;
1005
1006 default:
1007 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1008 return 0;
1009 }
1010 return 0;
1011} 865}
1012 866
1013/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1014 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1015 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1016 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1017 * not the class. 871 * not the class.
1018 */ 872 */
1019 873void
1020int 874player::chargen_race_done ()
1021key_change_class (object *op, char key)
1022{ 875{
1023 int tmp_loop;
1024
1025 if (key == 'q' || key == 'Q')
1026 {
1027 op->remove ();
1028 play_again (op);
1029 return 0;
1030 }
1031 if (key == 'd' || key == 'D')
1032 {
1033 char buf[MAX_BUF];
1034
1035 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1036 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1037 878
1038 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1039 if (tl) 880 if (tl)
1040 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1041 882
1042 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1043 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1044 885
1045 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1046 887
1047 if (op->msg) 888 if (ob->msg)
1048 op->msg = NULL; 889 ob->msg = 0;
1049 890
1050 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1051 * to save here. 892 * to save here.
1052 */ 893 */
894 {
895 char buf[MAX_BUF];
1053 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1054 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1055 899
1056#ifdef AUTOSAVE
1057 op->contr->last_save_tick = pticks;
1058#endif
1059 start_info (op); 900 start_info (ob);
1060 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1061 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1062 link_player_skills (op); 903 link_player_skills (ob);
1063 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1064 fix_player (op); 905 ob->update_stats ();
1065 906
1066 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1067 * is one for this race 908 * is one for this race
1068 */ 909 */
1069 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1070 { 911 {
1071 object *tmp; 912 object *tmp;
1072 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1073 914
1074 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1075 tmp = object::create (); 916 tmp = object::create ();
1076 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1077 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1078 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1079 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1080 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1081 * default initial map */ 922 * default initial map */
1082 tmp->destroy (); 923 tmp->destroy ();
1083 } 924 }
1084 else 925 else
1085 {
1086 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1087 } 927}
1088 return 0;
1089 }
1090 928
929void
930player::chargen_race_next ()
931{
1091 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1092 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1093 */ 934 */
1094 935
1095 tmp_loop = 0; 936 do
1096 while (!tmp_loop)
1097 { 937 {
1098 shstr name = op->name; 938 shstr name = ob->name;
1099 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1100 940
1101 remove_statbonus (op); 941 ob->remove_statbonus ();
1102 op->remove (); 942 ob->remove ();
1103 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1104 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1105 op->instantiate (); 945 ob->instantiate ();
1106 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1107 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1108 op->x = x; 948 ob->x = x;
1109 op->y = y; 949 ob->y = y;
1110 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1111 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1112 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1113 add_statbonus (op); 953 ob->add_statbonus ();
1114 tmp_loop = allowed_class (op);
1115 } 954 }
955 while (!allowed_class (ob));
1116 956
1117 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1118 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1119 fix_player (op); 959 ob->update_stats ();
1120 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1121 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1122 op->stats.grace = 0; 962 ob->stats.grace = 0;
1123
1124 if (op->msg)
1125 new_draw_info (NDI_BLUE, 0, op, op->msg);
1126
1127 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1128 return 0;
1129}
1130
1131int
1132key_confirm_quit (object *op, char key)
1133{
1134 char buf[MAX_BUF];
1135
1136 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1137 {
1138 op->contr->state = ST_PLAYING;
1139 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1140 return 1;
1141 }
1142
1143 INVOKE_PLAYER (LOGOUT, op->contr);
1144 INVOKE_PLAYER (QUIT, op->contr);
1145
1146 terminate_all_pets (op);
1147 leave_map (op);
1148 op->direction = 0;
1149 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1150
1151 strcpy (op->contr->killer, "quit");
1152 check_score (op);
1153 op->contr->party = NULL;
1154 if (settings.set_title == TRUE)
1155 op->contr->own_title[0] = '\0';
1156
1157 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1158 {
1159 maptile *mp, *next;
1160
1161 /* We need to hunt for any per player unique maps in memory and
1162 * get rid of them. The trailing slash in the path is intentional,
1163 * so that players named 'Ab' won't match against players 'Abe' pathname
1164 */
1165 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1166 for (mp = first_map; mp != NULL; mp = next)
1167 {
1168 next = mp->next;
1169 if (!strncmp (mp->path, buf, strlen (buf)))
1170 delete_map (mp);
1171 }
1172
1173 delete_character (op->name, 1);
1174 }
1175
1176 play_again (op);
1177 return 1;
1178} 963}
1179 964
1180void 965void
1181flee_player (object *op) 966flee_player (object *op)
1182{ 967{
1212 { 997 {
1213 op->enemy = NULL; 998 op->enemy = NULL;
1214 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1215 return; 1000 return;
1216 } 1001 }
1002
1217 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1218 1004
1219 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1220 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1221 { 1007 {
1222 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1223 1009
1224 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1225 {
1226 return; 1011 return;
1227 }
1228 } 1012 }
1013
1229 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1230 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1231 op->enemy = NULL; 1016 op->enemy = NULL;
1232} 1017}
1233 1018
1239int 1024int
1240check_pick (object *op) 1025check_pick (object *op)
1241{ 1026{
1242 object *tmp, *next; 1027 object *tmp, *next;
1243 int stop = 0; 1028 int stop = 0;
1244 int j, k, wvratio; 1029 int wvratio;
1245 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1246 1031
1247 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1248 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1249 return 1; 1034 return 1;
1250 1035
1319 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1320 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1321 else 1106 else
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1324 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1325
1326 sprintf (putstring, "...flags: ");
1327 for (k = 0; k < 4; k++)
1328 {
1329 for (j = 0; j < 32; j++)
1330 {
1331 if ((tmp->flags[k] >> j) & 0x01)
1332 {
1333 sprintf (tmpstr, "%d ", k * 32 + j);
1334 strcat (putstring, tmpstr);
1335 }
1336 }
1337 }
1338 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1339
1340#if 0
1341 /* print the flags too */
1342 for (k = 0; k < 4; k++)
1343 {
1344 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1345 for (j = 0; j < 32; j++)
1346 {
1347 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1348 if (!((j + 1) % 4))
1349 fprintf (stderr, " ");
1350 }
1351 fprintf (stderr, " [%d]\n", k * 32);
1352 }
1353#endif
1354 } 1111 }
1112
1355 /* philosophy: 1113 /* philosophy:
1356 * It's easy to grab an item type from a pile, as long as it's 1114 * It's easy to grab an item type from a pile, as long as it's
1357 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1358 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1359 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1360 * example. 1118 * example.
1361 * The drawback: right now it has no frontend, so you need to 1119 * The drawback: right now it has no frontend, so you need to
1362 * stick the bits you want into a calculator in hex mode and then 1120 * stick the bits you want into a calculator in hex mode and then
1363 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1614 * found object is returned. 1372 * found object is returned.
1615 */ 1373 */
1616object * 1374object *
1617find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1618{ 1376{
1619 object *tmp = NULL; 1377 object *tmp = 0;
1620 1378
1621 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1622 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1623 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1624 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1625 return op; 1383 return op;
1384
1626 return tmp; 1385 return tmp;
1627} 1386}
1628 1387
1629/* 1388/*
1630 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1631 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1632 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1633 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1634 */ 1393 */
1635
1636object * 1394object *
1637find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1638{ 1396{
1639 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1640 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1789 if (!dir) 1547 if (!dir)
1790 { 1548 {
1791 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1792 return 0; 1550 return 0;
1793 } 1551 }
1552
1794 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1795 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1796 else 1555 else
1797 { 1556 {
1798 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1806 { 1565 {
1807 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1808 return 0; 1567 return 0;
1809 } 1568 }
1810 } 1569 }
1570
1811 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1812 { 1572 {
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1814 return 0; 1574 return 0;
1815 } 1575 }
1817 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1818 1578
1819 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1820 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1821 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1822 if (bowspeed < 1) 1583 if (bowspeed < 1)
1823 bowspeed = 1; 1584 bowspeed = 1;
1824 1585
1825 if (arrow == NULL) 1586 if (arrow == NULL)
1826 { 1587 {
1829 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1831 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1832 else 1593 else
1833 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1834 return 0; 1596 return 0;
1835 } 1597 }
1836 } 1598 }
1599
1837 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1838 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1839 {
1840 return 0; 1602 return 0;
1841 } 1603
1842 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1843 { 1605 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1845 return 0; 1607 return 0;
1846 } 1608 }
1852 return 0; 1614 return 0;
1853 } 1615 }
1854 1616
1855 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1856 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1857 if (arrow == NULL) 1619 if (!arrow)
1858 { 1620 {
1859 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1860 return 0; 1622 return 0;
1861 } 1623 }
1624
1862 arrow->set_owner (op); 1625 arrow->set_owner (op);
1863 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1864
1865 arrow->direction = dir; 1627 arrow->direction = dir;
1866 arrow->x = sx;
1867 arrow->y = sy;
1868 1628
1869 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1870 { 1630 {
1871 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1872 fix_player (op); 1632 op->update_stats ();
1873 } 1633 }
1874 1634
1875 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1876 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1877 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1878 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1879 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1880 arrow->spellarg = strdup_local (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1881 1643
1882 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1883 * added to the damage. I think the strength bonus is more proper.
1884 */
1885
1886 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1887 1645
1888 /* update the speed */ 1646 /* update the speed */
1889 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1890 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1891 1649
1892 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1893 arrow->speed = 1.0;
1894 update_ob_speed (arrow);
1895 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1896 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1897 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1898 { 1656 {
1899 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1900 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1901 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1902
1903 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1904 } 1662 }
1905 else 1663 else
1906 { 1664 {
1907 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1908 arrow->level = op->level; 1665 arrow->level = op->level;
1909 } 1666 arrow->stats.wc -= bow->magic;
1910 1667
1911 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1912 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1913 1675
1914 if (bow->slaying != NULL)
1915 arrow->slaying = bow->slaying;
1916
1917 arrow->map = m;
1918 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1919 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1920 1678
1921 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1922 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1923 1681
1924 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1925 move_arrow (arrow); 1683 move_arrow (arrow);
1926 1684
1927 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1953 } 1711 }
1954 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1955 { 1713 {
1956 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1957 wcmod = -1; 1715 wcmod = -1;
1716
1958 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1959 } 1718 }
1960 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1961 { 1720 {
1962 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2032 1791
2033 if (item->arch) 1792 if (item->arch)
2034 { 1793 {
2035 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
2036 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
2037 item->speed = 0; 1796 item->set_speed (0);
2038 update_ob_speed (item);
2039 } 1797 }
1798
2040 if ((tmp = is_player_inv (item))) 1799 if ((tmp = item->in_player ()))
2041 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
2042 } 1801 }
2043 } 1802 }
2044 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
2045 {
2046 drain_rod_charge (item); 1804 drain_rod_charge (item);
2047 }
2048 } 1805 }
2049} 1806}
2050 1807
2051/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
2052 */ 1809 */
2075 case range_misc: 1832 case range_misc:
2076 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
2077 return; 1834 return;
2078 1835
2079 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
2080 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2081 {
2082 op->contr->ranges[range_golem] = 0;
2083 op->contr->shoottype = range_none;
2084 }
2085 else
2086 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
2087 return; 1838 return;
2088 1839
2089 case range_skill: 1840 case range_skill:
2090 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
2091 { 1842 {
2092 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
2093 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
2094 return; 1846 return;
2095 } 1847 }
1848
2096 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
2097 return; 1850 return;
2098 case range_builder: 1851 case range_builder:
2099 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
2100 return; 1853 return;
2101 default: 1854 default:
2102 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2103 return; 1856 return;
2104 } 1857 }
2105} 1858}
2106
2107
2108 1859
2109/* find_key 1860/* find_key
2110 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
2111 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
2112 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
2114 * pl is the player, 1865 * pl is the player,
2115 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
2116 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
2117 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
2118 */ 1869 */
2119
2120object * 1870object *
2121find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
2122{ 1872{
2123 object *tmp, *key; 1873 object *tmp, *key;
2124 1874
2125 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
2126 if (container->inv == NULL) 1876 if (!container->inv)
2127 return NULL; 1877 return 0;
2128 1878
2129 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
2130 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
2131 { 1881 {
2132 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
2133 break; 1883 break;
2134 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
2135 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
2136 */ 1886 */
2137 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2138 break; 1888 break;
2139 } 1889 }
1890
2140 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
2141 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
2142 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
2143 * a key, return 1894 * a key, return
2144 */ 1895 */
2145 if (!tmp) 1896 if (!tmp)
2146 { 1897 {
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1899 {
2149 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
2150 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
2151 { 1902 {
2152 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
2153 return key; 1904 return key;
2154 } 1905 }
2155 } 1906 }
1907
2156 if (!tmp) 1908 if (!tmp)
2157 return NULL; 1909 return NULL;
2158 } 1910 }
1911
2159 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
2160 * see if we actually want to use it 1913 * see if we actually want to use it
2161 */ 1914 */
2162 if (pl != container) 1915 if (pl != container)
2163 { 1916 {
2184 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2185 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2186 return NULL; 1939 return NULL;
2187 } 1940 }
2188 } 1941 }
1942
2189 return tmp; 1943 return tmp;
2190} 1944}
2191 1945
2192/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2193 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2195 * 0 otherwise 1949 * 0 otherwise
2196 */ 1950 */
2197static int 1951static int
2198player_attack_door (object *op, object *door) 1952player_attack_door (object *op, object *door)
2199{ 1953{
2200
2201 /* If its a door, try to find a use a key. If we do destroy the door, 1954 /* If its a door, try to find a use a key. If we do destroy the door,
2202 * might as well return immediately as there is nothing more to do - 1955 * might as well return immediately as there is nothing more to do -
2203 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
2204 */ 1957 */
2205 object *key = find_key (op, op, door); 1958 object *key = find_key (op, op, door);
2212 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2213 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2214 make_visible (op); 1967 make_visible (op);
2215 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2216 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2217 if (door->type == DOOR) 1971 if (door->type == DOOR)
2218 {
2219 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2220 }
2221 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2222 { 1974 {
2223 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2224 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2225 } 1977 }
1978
2226 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2227 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2228 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2229 if (container != op) 1982 if (container != op)
2230 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2231 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2232 } 1986 }
2233 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2234 { 1988 {
2235 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2236 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2237 return 1; 1991 return 1;
2238 } 1992 }
1993
2239 return 0; 1994 return 0;
2240} 1995}
2241 1996
2242/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2243 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2244 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2245 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2246 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2247 */ 2002 */
2248
2249void 2003void
2250move_player_attack (object *op, int dir) 2004move_player_attack (object *op, int dir)
2251{ 2005{
2252 object *tmp, *mon; 2006 object *tmp, *mon;
2253 sint16 nx, ny; 2007 sint16 nx, ny;
2255 maptile *m; 2009 maptile *m;
2256 2010
2257 nx = freearr_x[dir] + op->x; 2011 nx = freearr_x[dir] + op->x;
2258 ny = freearr_y[dir] + op->y; 2012 ny = freearr_y[dir] + op->y;
2259 2013
2260 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2261 2015
2262 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2263 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2264 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2265 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2270 */ 2024 */
2271 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2272 { 2026 {
2273 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2274 { 2028 {
2275 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2276 if (!m) 2030 if (!m)
2277 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2278 } 2032 }
2279 else 2033 else
2280 m = op->map; 2034 m = op->map;
2281 2035
2282 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2283 {
2284 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2285 return; 2037 return;
2286 }
2287 2038
2288 mon = NULL; 2039 mon = 0;
2289 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2290 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2291 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2292 * on the space 2043 * on the space
2293 */ 2044 */
2294 while (tmp != NULL) 2045 while (tmp)
2295 { 2046 {
2296 if (tmp == op) 2047 if (tmp == op)
2297 { 2048 {
2298 tmp = tmp->above; 2049 tmp = tmp->above;
2299 continue; 2050 continue;
2309 mon = tmp; 2060 mon = tmp;
2310 2061
2311 tmp = tmp->above; 2062 tmp = tmp->above;
2312 } 2063 }
2313 2064
2314 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2315 return; /* into a wall */ 2066 return; /* into a wall */
2316 2067
2317 if (mon->head != NULL) 2068 if (mon->head)
2318 mon = mon->head; 2069 mon = mon->head;
2319 2070
2320 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2321 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2322 return; 2073 return;
2344 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2345 { 2096 {
2346 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2347 if (op->contr->braced) 2098 if (op->contr->braced)
2348 return; 2099 return;
2100
2349 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2350 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2351 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2352 make_visible (op); 2104 make_visible (op);
2105
2353 return; 2106 return;
2354 } 2107 }
2355 2108
2356 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2357 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2359 * attack them either. 2112 * attack them either.
2360 */ 2113 */
2361 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2362 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2363#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2364 (op->contr->peaceful 2117 (op->contr->peaceful
2365 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2366 && mon->contr-> 2119 && mon->contr->
2367 peaceful)) && 2120 peaceful)) &&
2368#else 2121#else
2369 op->contr->peaceful && 2122 op->contr->peaceful &&
2370#endif 2123#endif
2371 !on_battleground)) 2124 !on_battleground))
2372 { 2125 {
2373 if (!op->contr->braced) 2126 if (!op->contr->braced)
2374 { 2127 {
2375 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2376 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2377 } 2130 }
2378 else 2131 else
2379 {
2380 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2381 } 2133
2382 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2383 make_visible (op); 2135 make_visible (op);
2384 } 2136 }
2385 2137
2386 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2397 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2398 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2399 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2400 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2401 */ 2153 */
2402
2403 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2404 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2405 { 2156 {
2406 2157
2407 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2414 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2415 2166
2416 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2417 } 2168 }
2418 2169
2419 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2420 2171
2421 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2422 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2423 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2424 * the wiz. 2175 * the wiz.
2426 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2427 { 2178 {
2428 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2429 2180
2430 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2431 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2432 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2433 } 2184 }
2185
2434 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2435 make_visible (op); 2187 make_visible (op);
2436 } 2188 }
2437 } /* if player should attack something */ 2189 } /* if player should attack something */
2438} 2190}
2440int 2192int
2441move_player (object *op, int dir) 2193move_player (object *op, int dir)
2442{ 2194{
2443 int pick; 2195 int pick;
2444 2196
2445 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2446 return 0; 2198 return 0;
2447 2199
2448 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2449 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2450 { 2202 {
2451 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2452 return 0; 2204 return 0;
2453 } 2205 }
2454 2206
2455 /* peterm: added following line */ 2207 /* peterm: added following line */
2456 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2457 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2458 2210
2459 op->facing = dir; 2211 op->facing = dir;
2460 2212
2461 if (op->hide) 2213 if (op->hide)
2462 do_hidden_move (op); 2214 do_hidden_move (op);
2473 2225
2474 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2475 * server can handle repeat firing. 2227 * server can handle repeat firing.
2476 */ 2228 */
2477 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2478 {
2479 op->direction = dir; 2230 op->direction = dir;
2480 }
2481 else 2231 else
2482 {
2483 op->direction = 0; 2232 op->direction = 0;
2484 } 2233
2485 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2486 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2487 * for players. 2236 * for players.
2488 */ 2237 */
2489 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2498 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2499 */ 2248 */
2500int 2249int
2501handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2502{ 2251{
2503 if (op->contr->hidden)
2504 {
2505 op->invisible = 1000;
2506 /* the socket code flashes the player visible/invisible
2507 * depending on the value of invisible, so we need to
2508 * alternate it here for it to work correctly.
2509 */
2510 if (pticks & 2)
2511 op->invisible--;
2512 }
2513 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2514 {
2515 op->invisible--;
2516 if (!op->invisible)
2517 {
2518 make_visible (op);
2519 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2520 }
2521 }
2522
2523 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2524 { 2253 {
2525 flee_player (op); 2254 flee_player (op);
2526 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2257 {
2529 op->speed_left--; 2258 op->speed_left--;
2530 return 0; 2259 return 0;
2531 } 2260 }
2532 } 2261 }
2533
2534 /* I've been seeing crashes where the golem has been destroyed, but
2535 * the player object still points to the defunct golem. The code that
2536 * destroys the golem looks correct, and it doesn't always happen, so
2537 * put this in a a workaround to clean up the golem pointer.
2538 */
2539 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2540 op->contr->ranges[range_golem] = 0;
2541 2262
2542 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2543 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2544 * called, so we recheck it here. 2265 * called, so we recheck it here.
2545 */ 2266 */
2546 HandleClient (op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2547 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2548 return 0; 2271 {
2549
2550 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2551 { 2273 {
2552 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2553 op->speed_left--; 2275 op->speed_left--;
2554 2276
2555 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2556 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2557 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2558 */ 2280 */
2559 move_player (op, op->direction); 2281 move_player (op, op->direction);
2560 if (op->speed_left > 0) 2282
2561 return 1; 2283 return op->speed_left > 0;
2562 else 2284 }
2563 return 0;
2564 } 2285 }
2286
2565 return 0; 2287 return 0;
2566} 2288}
2567 2289
2568int 2290int
2569save_life (object *op) 2291save_life (object *op)
2570{ 2292{
2571 object *tmp;
2572
2573 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2574 return 0; 2294 return 0;
2575 2295
2576 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2577 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2578 { 2298 {
2579 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2581 2301
2589 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2590 2310
2591 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2592 op->stats.food = 999; 2312 op->stats.food = 999;
2593 2313
2594 fix_player (op); 2314 op->update_stats ();
2595 return 1; 2315 return 1;
2596 } 2316 }
2317
2597 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2598 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2599 enter_player_savebed (op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2600 return 0; 2321 return 0;
2601} 2322}
2606 * from. 2327 * from.
2607 */ 2328 */
2608void 2329void
2609remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2610{ 2331{
2611 object *next;
2612
2613 while (op) 2332 while (op)
2614 { 2333 {
2615 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2616 * we remove object 'op' 2335
2617 */
2618 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2619 { 2337 {
2620 op->remove ();
2621 op->x = env->x;
2622 op->y = env->y;
2623 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2624 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2625 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2626 } 2342 }
2627 else if (op->inv) 2343 else if (op->inv)
2628 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2345
2629 op = next; 2346 op = next;
2630 } 2347 }
2631} 2348}
2632
2633 2349
2634/* 2350/*
2635 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2636 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2637 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2648 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2649 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2650 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2651 else 2367 else
2652 sprintf (buf, "%s\n", &op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2653 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2654 strcat (buf2, buf); 2371 strcat (buf2, buf);
2655 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2656 sprintf (buf, "who was in level %d when killed\n", op->level); 2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2657 else 2374 else
2658 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2659 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2660 strcat (buf2, buf); 2378 strcat (buf2, buf);
2661 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2662 { 2380 {
2663 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2664 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2665 strcat (buf2, buf); 2383 strcat (buf2, buf);
2666 } 2384 }
2385
2667 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2668 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2669 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2670 return buf2; 2390 return buf2;
2671} 2391}
2672
2673
2674 2392
2675void 2393void
2676do_some_living (object *op) 2394do_some_living (object *op)
2677{ 2395{
2678 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2684 int rate_grace = 2000; 2402 int rate_grace = 2000;
2685 const int max_hp = 1; 2403 const int max_hp = 1;
2686 const int max_sp = 1; 2404 const int max_sp = 1;
2687 const int max_grace = 1; 2405 const int max_grace = 1;
2688 2406
2689 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2690 {
2691 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2692 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2693 flush_output_element (op, &op->contr->outputs[i]);
2694 } 2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2695 2425
2696 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2697 { 2427 {
2698
2699 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2700 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2701 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2702 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2703 else 2432 else
2704 { 2433 {
2705 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2706 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2707 } 2436 }
2437
2708 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2709 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2710 else 2440 else
2711 { 2441 {
2712 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2713 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2714 } 2444 }
2445
2715 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2716 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2717 else 2448 else
2718 { 2449 {
2719 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2720 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2721 } 2452 }
2722 2453
2723 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2724 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2725 { 2456 {
2726 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2727 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2728 { 2459 {
2729 op->stats.sp++; 2460 op->stats.sp++;
2735 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2736 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2737 op->stats.food = last_food; 2468 op->stats.food = last_food;
2738 } 2469 }
2739 } 2470 }
2471
2740 if (max_sp > 1) 2472 if (max_sp > 1)
2741 { 2473 {
2742 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2743 if (over_sp > 0) 2475 if (over_sp > 0)
2744 { 2476 {
2745 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2746 { 2478 {
2747 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2748 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2749 op->stats.sp--; 2482 op->stats.sp--;
2483
2750 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2751 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2752 } 2486 }
2753 op->last_sp = 0; 2487 op->last_sp = 0;
2754 } 2488 }
2755 else 2489 else
2756 {
2757 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2758 }
2759 } 2491 }
2760 else 2492 else
2761 {
2762 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2763 }
2764 } 2494 }
2765 2495
2766 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2767 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2768 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2769 { 2499 {
2770 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2771 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2772 if (max_grace > 1) 2503 if (max_grace > 1)
2773 { 2504 {
2774 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2775 if (over_grace > 0) 2506 if (over_grace > 0)
2776 { 2507 {
2804 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2805 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2806 op->stats.food = last_food; 2537 op->stats.food = last_food;
2807 } 2538 }
2808 } 2539 }
2540
2809 if (max_hp > 1) 2541 if (max_hp > 1)
2810 { 2542 {
2811 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2812 if (over_hp > 0) 2544 if (over_hp > 0)
2813 { 2545 {
2837 2569
2838 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2839 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2840 else 2572 else
2841 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2842 /* dms do not consume food */ 2575 /* dms do not consume food */
2843 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2844 op->stats.food--; 2577 op->stats.food--;
2845 } 2578 }
2846 }
2847 2579
2848 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2849 { 2581 {
2850 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2851 2583
2852 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2853 { 2585 {
2854 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2855 {
2856 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2857 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2858 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2859 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2860 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2861 break; 2593 break;
2862 } 2594 }
2863 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2864 flesh = tmp; 2596 flesh = tmp;
2865 } /* End if paid for object */ 2597 } /* End if paid for object */
2866 } /* end of for loop */ 2598 } /* end of for loop */
2599
2867 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2868 * eat flesh instead. 2601 * eat flesh instead.
2869 */ 2602 */
2870 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2871 { 2604 {
2872 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2873 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2874 } 2607 }
2875 } /* end if player is starving */ 2608 }
2876 2609
2877 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2878 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2879 2612
2880 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2881 kill_player (op); 2614 kill_player (op);
2615 }
2882} 2616}
2883
2884
2885 2617
2886/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2887 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2888 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2889 * file. 2621 * file.
2919 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2920 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2921 2653
2922 /* restore player */ 2654 /* restore player */
2923 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2924 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2925 if (tmp)
2926 { 2657 {
2927 tmp->destroy (); 2658 tmp->destroy ();
2928 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2929 } 2660 }
2930 2661
2931 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2932 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2664 {
2935 tmp->destroy (); 2665 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2937 } 2667 }
2938 2668
2940 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2941 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2942 op->stats.food = 999; 2672 op->stats.food = 999;
2943 2673
2944 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2945 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2946 if (tmp != NULL)
2947 { 2676 {
2948 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2949 tmp->name = buf; 2678 tmp->name = buf;
2950 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2951 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2952 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2953 tmp->msg = buf; 2682 tmp->msg = buf;
2954 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2955 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2956 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2957 insert_ob_in_map (tmp, op->map, op, 0);
2958 } 2686 }
2959 2687
2960 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2961 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2962 op->contr->braced = 0; 2690 op->contr->braced = 0;
2967 2695
2968 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2969 2697
2970 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2971 { 2699 {
2972 if (op->contr->explore)
2973 {
2974 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2975 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2976 op->stats.food = 999;
2977 return;
2978 }
2979 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2980 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2981 } 2702 }
2982 else 2703 else
2983 {
2984 if (op->contr->explore)
2985 {
2986 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2987 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2988 op->stats.hp = op->stats.maxhp;
2989 return;
2990 }
2991 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2992 } 2705
2993 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2994 2707
2995 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
2996 x = op->x; 2709 x = op->x;
2997 y = op->y; 2710 y = op->y;
2998 map = op->map; 2711 map = op->map;
2999 2712
3000
3001 if (settings.not_permadeth == TRUE)
3002 {
3003 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3004 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
3005 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
3006 */ 2716 */
3007 2717
3008 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3009 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3010 * of death. 2720 * of death.
3011 */ 2721 */
3012#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3013 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3014 { 2724 {
3015 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3016 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3017 more if they do. */ 2727 more if they do. */
3018 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3019 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3020 little bit harder. */ 2730 little bit harder. */
3021 /* GD */ 2731 /* GD */
3022 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3023 num_stats_lose = 1; 2733 num_stats_lose = 1;
3024 else
3025 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3026 }
3027 else 2734 else
3028 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3029 num_stats_lose = 1; 2738 num_stats_lose = 1;
3030 } 2739
3031 lost_a_stat = 0; 2740 lost_a_stat = 0;
3032 2741
3033 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3034 { 2743 {
3035 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3036 2745
3037 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3038 { 2747 {
3039 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3040 * what he lost. 2749 * what he lost.
3041 */ 2750 */
3042 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3043 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3044 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3045 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3046 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3047 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3048 } 2769 }
3049 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3050 { 2772 {
3051 /* deplete a stat */ 2773 /* GD */
3052 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3053 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3054 2776 if (this_stat < 0)
3055 dep = present_arch_in_ob (deparch, op);
3056 if (!dep)
3057 { 2777 {
3058 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3059 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3060 } 2780
3061 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3062 if (settings.balanced_stat_loss)
3063 {
3064 /* GD */
3065 /* Get the stat that we're about to deplete. */
3066 this_stat = get_attr_value (&(dep->stats), i);
3067 if (this_stat < 0) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3068 { 2787 {
3069 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3070 int keep_chance = this_stat * this_stat;
3071
3072 /* Yes, I am paranoid. Sue me. */
3073 if (keep_chance < 1)
3074 keep_chance = 1;
3075
3076 /* There is a maximum depletion total per level. */
3077 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3078 {
3079 lose_this_stat = 0; 2788 lose_this_stat = 0;
3080 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3081 retain the stat. */ 2790 retain the stat. */
3082 }
3083 else
3084 {
3085 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3086 lose_this_stat = 0;
3087 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3088 this_stat, keep_chance, loss_chance,
3089 lose_this_stat?"LOSE":"KEEP"); */
3090 }
3091 } 2791 }
3092 }
3093
3094 if (lose_this_stat)
3095 {
3096 this_stat = get_attr_value (&(dep->stats), i);
3097 /* We could try to do something clever like find another
3098 * stat to reduce if this fails. But chances are, if
3099 * stats have been depleted to -50, all are pretty low
3100 * and should be roughly the same, so it shouldn't make a
3101 * difference.
3102 */ 2792 else
3103 if (this_stat >= -50)
3104 { 2793 {
3105 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 SET_FLAG (dep, FLAG_APPLIED);
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 fix_player (op);
3109 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3110 } 2799 }
3111 } 2800 }
3112 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3113 } 2820 }
2821 }
2822 }
3114 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3115 if (!lost_a_stat) 2824 if (!lost_a_stat)
3116 { 2825 {
3117 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3118 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3119 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3120 2829
3121 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3122 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3123 else 2832 else
3124 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3125 } 2834 }
3126#else 2835#else
3127 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3128#endif 2837#endif
3129 2838
3130 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3131 * exp loss on the stone. 2840 * exp loss on the stone.
3132 */ 2841 */
3133 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3134 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3135 tmp->name = buf; 2844 tmp->name = buf;
3136 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3137 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3138 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2847 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3139 tmp->msg = buf; 2848 tmp->msg = buf;
3140 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3141 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3142 2851
3143 /**************************************/ 2852 /**************************************/
3144 /* */ 2853 /* */
3145 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3146 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3147 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3148 /* */ 2857 /* */
3149 /**************************************/ 2858 /**************************************/
3150 2859
3151 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3152 /* restore player */ 2861 /* restore player */
3153 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3154 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3155 2864
3156 if (tmp) 2865 if (tmp)
3157 { 2866 {
3158 tmp->destroy (); 2867 tmp->destroy ();
3159 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3160 } 2869 }
3161 2870
3162 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3163 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3164 if (tmp) 2873 if (tmp)
3165 { 2874 {
3166 tmp->destroy (); 2875 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3168 } 2877 }
3169 2878
3170 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3171 2880
3172 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3173 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3174 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3175 op->stats.food = 900; 2884 op->stats.food = 900;
3176 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3177 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3178 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3179 2888
3180 /* 2889 /*
3181 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3182 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3183 * in the map. 2892 */
3184 */
3185
3186 if (is_in_shop (op))
3187 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3188 2894
3189 /****************************************/ 2895 /****************************************/
3190 /* */ 2896 /* */
3191 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3192 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3193 /* */ 2899 /* */
3194 /****************************************/ 2900 /****************************************/
3195 2901
3196 enter_player_savebed (op); 2902 enter_player_savebed (op);
3197 2903
3198 /* Save the player before inserting the force to reduce
3199 * chance of abuse.
3200 */
3201 op->contr->braced = 0; 2904 op->contr->braced = 0;
3202 save_player (op, 1);
3203 2905
3204 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3205 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3206 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3207 * on the space that might harm the player. 2909 * on the space that might harm the player.
3208 */ 2910 */
3209 will_kill_again = 0; 2911 will_kill_again = 0;
3210 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3211 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3212 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3213 2915
3214 if (will_kill_again) 2916 if (will_kill_again)
3215 { 2917 {
3216 object *force; 2918 object *force;
3217 int at; 2919 int at;
3218 2920
3219 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3220 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3221 force->speed = 0.1; 2923 force->speed = 0.1;
3222 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3223 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3224 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3225 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3226 force->resist[at] = 100; 2928 force->resist[at] = 100;
3227 2929
3228 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3229 fix_player (op); 2931 op->update_stats ();
3230 2932
3231 } 2933 }
3232 2934
3233 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3234 return;
3235 } /* NOT_PERMADETH */
3236 else
3237 {
3238 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3239 * should probably be embedded in an else statement.
3240 */
3241
3242 op->contr->party = NULL;
3243 if (settings.set_title == TRUE)
3244 op->contr->own_title[0] = '\0';
3245 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3246 check_score (op);
3247
3248 if (op->contr->ranges[range_golem])
3249 {
3250 remove_friendly_object (op->contr->ranges[range_golem]);
3251 op->contr->ranges[range_golem]->destroy ();
3252 op->contr->ranges[range_golem] = 0;
3253 }
3254
3255 loot_object (op); /* Remove some of the items for good */
3256 op->remove ();
3257 op->direction = 0;
3258
3259 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3260 {
3261 delete_character (op->name, 0);
3262 if (settings.resurrection == TRUE)
3263 {
3264 /* save playerfile sans equipment when player dies
3265 ** then save it as player.pl.dead so that future resurrection
3266 ** type spells will work on them nicely
3267 */
3268 delete_character (op->name, 0);
3269 op->stats.hp = op->stats.maxhp;
3270 op->stats.food = 999;
3271
3272 /* set the location of where the person will reappear when */
3273 /* maybe resurrection code should fix map also */
3274 strcpy (op->contr->maplevel, settings.emergency_mapname);
3275 if (op->map != NULL)
3276 op->map = NULL;
3277 op->x = settings.emergency_x;
3278 op->y = settings.emergency_y;
3279 save_player (op, 0);
3280 op->map = map;
3281 /* please see resurrection.c: peterm */
3282 dead_player (op);
3283 }
3284 else
3285 delete_character (op->name, 1);
3286 }
3287
3288 play_again (op);
3289
3290 /* peterm: added to create a corpse at deathsite. */
3291 tmp = arch_to_object (archetype::find ("corpse_pl"));
3292 sprintf (buf, "%s", &op->name);
3293 tmp->name = tmp->name_pl = buf;
3294 tmp->level = op->level;
3295 tmp->x = x;
3296 tmp->y = y;
3297 tmp->msg = gravestone_text (op);
3298 SET_FLAG (tmp, FLAG_UNIQUE);
3299 insert_ob_in_map (tmp, map, NULL, 0);
3300 }
3301} 2936}
3302
3303 2937
3304void 2938void
3305loot_object (object *op) 2939loot_object (object *op)
3306{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3307 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3308 2942
3309 if (op->container) 2943 op->close_container (); /* close open sack first */
3310 { /* close open sack first */
3311 esrv_apply_container (op, op->container);
3312 }
3313 2944
3314 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3315 { 2946 {
3316 next = tmp->below; 2947 next = tmp->below;
3317 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3318 continue; 2950 continue;
2951
3319 tmp->remove (); 2952 tmp->remove ();
3320 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3321 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3322 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3323 loot_object (tmp); 2957
3324 }
3325 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3326 { 2959 {
3327 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3328 { 2961 {
3329 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3330 tmp2->destroy (); 2963 tmp2->destroy ();
3341/* 2974/*
3342 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3343 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3344 * was changed. 2977 * was changed.
3345 */ 2978 */
3346
3347void 2979void
3348fix_weight (void) 2980fix_weight (void)
3349{ 2981{
3350 player *pl; 2982 for_all_players (pl)
3351
3352 for (pl = first_player; pl != NULL; pl = pl->next)
3353 { 2983 {
3354 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3355 2985
3356 if (old == sum) 2986 if (old == sum)
3357 continue; 2987 continue;
3358 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3359 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3360 } 2990 }
3361} 2991}
3362 2992
3363void 2993void
3364fix_luck (void) 2994fix_luck (void)
3365{ 2995{
3366 player *pl; 2996 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3370 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3371} 2999}
3372
3373 3000
3374/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3375 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3376 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3377 */ 3004 */
3378
3379void 3005void
3380cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3381{ 3007{
3382 object *skop, *spob; 3008 object *skop, *spob;
3383 3009
3417 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3418 { 3044 {
3419 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3420 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3421 } 3047 }
3048
3422 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3423} 3050}
3424 3051
3425int 3052int
3426is_true_undead (object *op) 3053is_true_undead (object *op)
3427{ 3054{
3428 object *tmp = NULL;
3429
3430 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3431 return 1; 3056 return 1;
3432 3057
3433 if (op->type == PLAYER)
3434 for (tmp = op->inv; tmp; tmp = tmp->below)
3435 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3436 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3437 return 1;
3438 return 0; 3058 return 0;
3439} 3059}
3440 3060
3441/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3442 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3498 3118
3499 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3500 3120
3501 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3502 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3503 {
3504 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3505 { 3124 {
3506 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3507 make_visible (op); 3126 make_visible (op);
3508 return; 3127 return;
3509 } 3128 }
3510 else 3129 else
3511 num += 20; 3130 num += 20;
3512 } 3131
3513 num += op->map->difficulty; 3132 num += op->map->difficulty;
3514 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3515 num -= hide; 3134 num -= hide;
3135
3516 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3517 { 3137 {
3518 make_visible (op); 3138 make_visible (op);
3519 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3520 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3521 } 3141 }
3522 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3523 {
3524 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3525 }
3526} 3144}
3527 3145
3528/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3529 3147
3530int 3148int
3557 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3558 continue; 3176 continue;
3559 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3560 continue; 3178 continue;
3561 3179
3562 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3563 { 3181 {
3564 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3565 return 1; 3183 return 1;
3566 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3567 { 3185 {
3597 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3598 { 3216 {
3599 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3600 return -1; 3218 return -1;
3601 } 3219 }
3220
3602 if (!pl || !op) 3221 if (!pl || !op)
3603 return 0; 3222 return 0;
3604 3223
3605 if (op->head)
3606 {
3607 op = op->head; 3224 op = op->head_ ();
3608 } 3225
3609 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3610 3227
3611 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3612 * through the object and find if it has any 3229 * through the object and find if it has any
3613 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3621 3238
3622 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3623 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3624 * for any meaningful values. 3241 * for any meaningful values.
3625 */ 3242 */
3626 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3627 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3628 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3629 return 1; 3246 return 1;
3630 op = op->more; 3247 op = op->more;
3631 } 3248 }
3632 return 0; 3249 return 0;
3633} 3250}
3730 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3731 int i = 0, j = 0; 3348 int i = 0, j = 0;
3732 3349
3733 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3734 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3735 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3736 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3737 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3738 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3739 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3740 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3741 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3742 3359
3743 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3744 return; 3361 return;
3745 3362
3746 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3747 3364
3748 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3749 { 3366 {
3750 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3751 return; 3368 return;
3752 } 3369 }
3753 3370
3819 { 3436 {
3820 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3821 object *skin; 3438 object *skin;
3822 3439
3823 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3824 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3825 if (skin == NULL) 3445 if (!skin)
3826 return; 3446 return;
3827 3447
3828 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3829 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3830 { 3450 {
3875 * not readied. 3495 * not readied.
3876 */ 3496 */
3877void 3497void
3878player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3879{ 3499{
3880 rangetype i;
3881
3882 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3883 {
3884 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3885 { 3502 {
3886 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3887 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3888 {
3889 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3890 }
3891 } 3506 }
3892 }
3893} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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