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Comparing deliantra/server/server/player.C (file contents):
Revision 1.44 by root, Sat Dec 16 03:21:08 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 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 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
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
180 size += strlen (buf); 144 size += strlen (buf);
181 } 145 }
182 } 146 }
183 147
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 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);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268 p->no_shout = 0; /* default can shout */
269
270 assign (p->title, op->arch->clone.name);
271 op->race = op->arch->clone.race;
272
273 CLEAR_FLAG (op, FLAG_READY_SKILL);
274
275 /* we need to clear these to -1 and not zero - otherwise,
276 * if a player quits and starts a new character, we wont
277 * send new values to the client, as things like exp start
278 * at zero.
279 */
280 for (i = 0; i < NUM_SKILLS; i++)
281 {
282 p->last_skill_exp[i] = -1;
283 p->last_skill_ob[i] = NULL;
284 }
285
286 for (i = 0; i < NROFATTACKS; i++)
287 p->last_resist[i] = -1;
288
289 p->last_stats.exp = -1;
290 p->last_weight = (uint32) - 1;
291
292 p->socket->update_look = 0;
293 p->socket->look_position = 0;
294
295 return p;
296} 151}
297 152
298/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
299static void 154static void
300set_first_map (object *op) 155set_first_map (object *op)
301{ 156{
302 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
303 op->x = -1; 158 op->x = -1;
304 op->y = -1; 159 op->y = -1;
305 enter_exit (op, NULL);
306} 160}
307 161
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
308/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
309 * 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
310 * mode. 361 * mode.
311 */ 362 */
312 363player *
313int 364player::create ()
314add_player (client *ns)
315{ 365{
316 player *p = new player; 366 player *pl = new player;
317 367
318 p->socket = ns; 368 pl->set_object (arch_to_object (get_player_archetype (0)));
319 ns->pl = p;
320 369
321 p->next = first_player; 370 pl->ob->roll_stats ();
322 first_player = p; 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
323 373
324 p = get_player (p);
325
326 set_first_map (p->ob); 374 set_first_map (pl->ob);
327 375
328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
329 add_friendly_object (p->ob);
330 send_rules (p->ob);
331 send_news (p->ob);
332 display_motd (p->ob);
333 get_name (p->ob);
334
335 return 0; 376 return pl;
336} 377}
337 378
338/* 379/*
339 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
349 { 390 {
350 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
351 at = first_archetype; 392 at = first_archetype;
352 else 393 else
353 at = at->next; 394 at = at->next;
395
354 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
355 return at; 397 return at;
398
356 if (at == start) 399 if (at == start)
357 { 400 {
358 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 402 exit (-1);
360 } 403 }
361 } 404 }
362} 405}
363 406
364
365object * 407object *
366get_nearest_player (object *mon) 408get_nearest_player (object *mon)
367{ 409{
368 object *op = NULL; 410 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 411 objectlink *ol;
371 unsigned lastdist; 412 unsigned lastdist;
372 rv_vector rv; 413 rv_vector rv;
373 414
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 416 {
376 /* 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
377 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 424 object *tmp = ol->ob;
384 425
385 /* 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
386 * itself will have been cleared. 427 * itself will have been cleared.
387 */ 428 */
388 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 ());
389 ol = ol->next; 431 ol = ol->next;
390 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
391 if (!ol) 433 if (!ol)
392 return op; 434 return op;
393 } 435 }
406 { 448 {
407 op = ol->ob; 449 op = ol->ob;
408 lastdist = rv.distance; 450 lastdist = rv.distance;
409 } 451 }
410 } 452 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 453
412 { 454 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
417 { 457 {
418 op = pl->ob; 458 op = pl->ob;
419 lastdist = rv.distance; 459 lastdist = rv.distance;
420 } 460 }
421 } 461
422 }
423#if 0 462#if 0
424 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)");
425#endif 464#endif
426 return op; 465 return op;
427} 466}
445 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
446 * 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
447 * is probably not a good thing. 486 * is probably not a good thing.
448 */ 487 */
449#define MAX_SPACES 50 488#define MAX_SPACES 50
450
451 489
452/* 490/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * 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
455 * 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
486 x = mon->x; 524 x = mon->x;
487 y = mon->y; 525 y = mon->y;
488 m = mon->map; 526 m = mon->map;
489 dir = rv.direction; 527 dir = rv.direction;
490 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 */
491 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
492 /* 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. */
493 if (diff > max) 532 if (diff > max)
494 return 0; 533 return 0;
534
495 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
496 { 536 {
497 lastx = x; 537 lastx = x;
498 lasty = y; 538 lasty = y;
499 lastmap = m; 539 lastmap = m;
581 max--; 621 max--;
582 lastdir = dir; 622 lastdir = dir;
583 if (!firstdir) 623 if (!firstdir)
584 firstdir = dir; 624 firstdir = dir;
585 } 625 }
626
586 if (diff <= 1) 627 if (diff <= 1)
587 { 628 {
588 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
589 * headed toward player for entire distance. 630 * headed toward player for entire distance.
590 */ 631 */
591 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
592 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));
593 } 634 }
635
594 if (diff > max) 636 if (diff > max)
595 return 0; 637 return 0;
596 } 638 }
639
597 /* 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 */
598 if (!max) 641 if (!max)
599 return 0; 642 return 0;
600 643
601 return firstdir; 644 return firstdir;
694 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
695 link_player_skills (pl); 738 link_player_skills (pl);
696} 739}
697 740
698void 741void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
783{ 743{
784 if (party == NULL) 744 if (party == NULL)
785 { 745 {
786 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);
787 return; 747 return;
788 } 748 }
749
789 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
792 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:");
793} 754}
794
795 755
796/* 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. */
797int 757static int
798roll_stat (void) 758roll_stat (void)
799{ 759{
800 int a[4], i, j, k; 760 int a[4], i, j, k;
801 761
802 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
803 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
804 764
805 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 766 if (a[i] < k)
807 k = a[i], j = i; 767 k = a[i], j = i;
808 768
809 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 770 if (i != j)
812 k += a[i]; 771 k += a[i];
813 } 772
814 return k; 773 return k;
815} 774}
816 775
817void 776void
818roll_stats (object *op) 777object::roll_stats ()
819{ 778{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 779 int statsort [7];
823 780
824 do 781 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 782 {
835 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
836 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
837 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 793
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
870 801
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 802 stats.exp = 0;
882 op->stats.ac = 0; 803 stats.ac = 0;
883 804
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
893} 817}
894 818
895void 819void
896Roll_Again (object *op) 820object::swap_stats (int a, int b)
897{ 821{
898 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[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);
901}
902 825
903void 826 stats.Str = contr->orig_stats.Str;
904Swap_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)
905{ 858{
906 signed char tmp;
907 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
908 860
909 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 865}
1024 866
1025/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1029 * not the class. 871 * not the class.
1030 */ 872 */
1031 873void
1032int 874player::chargen_race_done ()
1033key_change_class (object *op, char key)
1034{ 875{
1035 int tmp_loop;
1036
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D')
1044 {
1045 char buf[MAX_BUF];
1046
1047 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1048 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1049 878
1050 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1051 if (tl) 880 if (tl)
1052 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1053 882
1054 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1056 885
1057 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1058 887
1059 if (op->msg) 888 if (ob->msg)
1060 op->msg = NULL; 889 ob->msg = 0;
1061 890
1062 /* 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
1063 * to save here. 892 * to save here.
1064 */ 893 */
894 {
895 char buf[MAX_BUF];
1065 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1066 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1067 899
1068#ifdef AUTOSAVE
1069 op->contr->last_save_tick = pticks;
1070#endif
1071 start_info (op); 900 start_info (ob);
1072 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1074 link_player_skills (op); 903 link_player_skills (ob);
1075 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1076 fix_player (op); 905 ob->update_stats ();
1077 906
1078 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1079 * is one for this race 908 * is one for this race
1080 */ 909 */
1081 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1082 { 911 {
1083 object *tmp; 912 object *tmp;
1084 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1085 914
1086 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);
1087 tmp = object::create (); 916 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1090 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1091 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;
1092 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1093 * default initial map */ 922 * default initial map */
1094 tmp->destroy (); 923 tmp->destroy ();
1095 } 924 }
1096 else 925 else
1097 {
1098 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1099 } 927}
1100 return 0;
1101 }
1102 928
929void
930player::chargen_race_next ()
931{
1103 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1104 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1105 */ 934 */
1106 935
1107 tmp_loop = 0; 936 do
1108 while (!tmp_loop)
1109 { 937 {
1110 shstr name = op->name; 938 shstr name = ob->name;
1111 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1112 940
1113 remove_statbonus (op); 941 ob->remove_statbonus ();
1114 op->remove (); 942 ob->remove ();
1115 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1116 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1117 op->instantiate (); 945 ob->instantiate ();
1118 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1119 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1120 op->x = x; 948 ob->x = x;
1121 op->y = y; 949 ob->y = y;
1122 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1123 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1124 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1125 add_statbonus (op); 953 ob->add_statbonus ();
1126 tmp_loop = allowed_class (op);
1127 } 954 }
955 while (!allowed_class (ob));
1128 956
1129 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1130 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1131 fix_player (op); 959 ob->update_stats ();
1132 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1133 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1134 op->stats.grace = 0; 962 ob->stats.grace = 0;
1135
1136 if (op->msg)
1137 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138
1139 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1140 return 0;
1141}
1142
1143int
1144key_confirm_quit (object *op, char key)
1145{
1146 char buf[MAX_BUF];
1147
1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 {
1150 op->contr->state = ST_PLAYING;
1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152 return 1;
1153 }
1154
1155 INVOKE_PLAYER (LOGOUT, op->contr);
1156 INVOKE_PLAYER (QUIT, op->contr);
1157
1158 terminate_all_pets (op);
1159 leave_map (op);
1160 op->direction = 0;
1161 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1162
1163 strcpy (op->contr->killer, "quit");
1164 check_score (op);
1165 op->contr->party = NULL;
1166 if (settings.set_title == TRUE)
1167 op->contr->own_title[0] = '\0';
1168
1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1170 {
1171 maptile *mp, *next;
1172
1173 /* We need to hunt for any per player unique maps in memory and
1174 * get rid of them. The trailing slash in the path is intentional,
1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1176 */
1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1180 next = mp->next;
1181 if (!strncmp (mp->path, buf, strlen (buf)))
1182 delete_map (mp);
1183 }
1184
1185 delete_character (op->name, 1);
1186 }
1187
1188 play_again (op);
1189 return 1;
1190} 963}
1191 964
1192void 965void
1193flee_player (object *op) 966flee_player (object *op)
1194{ 967{
1224 { 997 {
1225 op->enemy = NULL; 998 op->enemy = NULL;
1226 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1227 return; 1000 return;
1228 } 1001 }
1002
1229 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1230 1004
1231 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1233 { 1007 {
1234 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1235 1009
1236 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)))
1237 {
1238 return; 1011 return;
1239 }
1240 } 1012 }
1013
1241 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1242 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1243 op->enemy = NULL; 1016 op->enemy = NULL;
1244} 1017}
1245 1018
1251int 1024int
1252check_pick (object *op) 1025check_pick (object *op)
1253{ 1026{
1254 object *tmp, *next; 1027 object *tmp, *next;
1255 int stop = 0; 1028 int stop = 0;
1256 int j, k, wvratio; 1029 int wvratio;
1257 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1258 1031
1259 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1260 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1261 return 1; 1034 return 1;
1262 1035
1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1332 &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))));
1333 else 1106 else
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &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
1336 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1337
1338 sprintf (putstring, "...flags: ");
1339 for (k = 0; k < 4; k++)
1340 {
1341 for (j = 0; j < 32; j++)
1342 {
1343 if ((tmp->flags[k] >> j) & 0x01)
1344 {
1345 sprintf (tmpstr, "%d ", k * 32 + j);
1346 strcat (putstring, tmpstr);
1347 }
1348 }
1349 }
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352#if 0
1353 /* print the flags too */
1354 for (k = 0; k < 4; k++)
1355 {
1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1357 for (j = 0; j < 32; j++)
1358 {
1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1360 if (!((j + 1) % 4))
1361 fprintf (stderr, " ");
1362 }
1363 fprintf (stderr, " [%d]\n", k * 32);
1364 }
1365#endif
1366 } 1111 }
1112
1367 /* philosophy: 1113 /* philosophy:
1368 * 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
1369 * generic. This takes no game-time. For more detailed pickups 1115 * generic. This takes no game-time. For more detailed pickups
1370 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1371 * 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
1372 * example. 1118 * example.
1373 * 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
1374 * 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
1375 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1626 * found object is returned. 1372 * found object is returned.
1627 */ 1373 */
1628object * 1374object *
1629find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1630{ 1376{
1631 object *tmp = NULL; 1377 object *tmp = 0;
1632 1378
1633 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1634 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))
1635 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1636 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1637 return op; 1383 return op;
1384
1638 return tmp; 1385 return tmp;
1639} 1386}
1640 1387
1641/* 1388/*
1642 * 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
1643 * 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
1644 * 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
1645 * 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.
1646 */ 1393 */
1647
1648object * 1394object *
1649find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1650{ 1396{
1651 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1652 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1801 if (!dir) 1547 if (!dir)
1802 { 1548 {
1803 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!");
1804 return 0; 1550 return 0;
1805 } 1551 }
1552
1806 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1807 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1808 else 1555 else
1809 { 1556 {
1810 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1818 { 1565 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1567 return 0;
1821 } 1568 }
1822 } 1569 }
1570
1823 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1824 { 1572 {
1825 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);
1826 return 0; 1574 return 0;
1827 } 1575 }
1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830 1578
1831 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1834 if (bowspeed < 1) 1583 if (bowspeed < 1)
1835 bowspeed = 1; 1584 bowspeed = 1;
1836 1585
1837 if (arrow == NULL) 1586 if (arrow == NULL)
1838 { 1587 {
1841 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1842 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);
1843 /* 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 */
1844 else 1593 else
1845 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1846 return 0; 1596 return 0;
1847 } 1597 }
1848 } 1598 }
1599
1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1601 if (mflags & P_OUT_OF_MAP)
1851 {
1852 return 0; 1602 return 0;
1853 } 1603
1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 { 1605 {
1856 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.");
1857 return 0; 1607 return 0;
1858 } 1608 }
1864 return 0; 1614 return 0;
1865 } 1615 }
1866 1616
1867 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1868 arrow = get_split_ob (arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1869 if (arrow == NULL) 1619 if (!arrow)
1870 { 1620 {
1871 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);
1872 return 0; 1622 return 0;
1873 } 1623 }
1624
1874 arrow->set_owner (op); 1625 arrow->set_owner (op);
1875 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1876
1877 arrow->direction = dir; 1627 arrow->direction = dir;
1878 arrow->x = sx;
1879 arrow->y = sy;
1880 1628
1881 if (op->type == PLAYER) 1629 if (op->type == PLAYER)
1882 { 1630 {
1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884 fix_player (op); 1632 op->update_stats ();
1885 } 1633 }
1886 1634
1887 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1890 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1891 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1892 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1893 1643
1894 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1895 * added to the damage. I think the strength bonus is more proper.
1896 */
1897
1898 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1899 1645
1900 /* update the speed */ 1646 /* update the speed */
1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1902 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;
1903 1649
1904 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1905 arrow->speed = 1.0;
1906 update_ob_speed (arrow);
1907 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1908 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1909 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1910 { 1656 {
1911 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1913 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1914
1915 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;
1916 } 1662 }
1917 else 1663 else
1918 { 1664 {
1919 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1920 arrow->level = op->level; 1665 arrow->level = op->level;
1921 } 1666 arrow->stats.wc -= bow->magic;
1922 1667
1923 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1924 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1925 1675
1926 if (bow->slaying != NULL)
1927 arrow->slaying = bow->slaying;
1928
1929 arrow->map = m;
1930 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1932 1678
1933 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);
1934 insert_ob_in_map (arrow, m, op, 0); 1680 m->insert (arrow, sx, sy, op);
1935 1681
1936 if (!arrow->destroyed ()) 1682 if (!arrow->destroyed ())
1937 move_arrow (arrow); 1683 move_arrow (arrow);
1938 1684
1939 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1965 } 1711 }
1966 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)
1967 { 1713 {
1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1969 wcmod = -1; 1715 wcmod = -1;
1716
1970 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);
1971 } 1718 }
1972 else if (op->contr->bowtype == bow_threewide) 1719 else if (op->contr->bowtype == bow_threewide)
1973 { 1720 {
1974 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);
2044 1791
2045 if (item->arch) 1792 if (item->arch)
2046 { 1793 {
2047 CLEAR_FLAG (item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
2048 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
2049 item->speed = 0; 1796 item->set_speed (0);
2050 update_ob_speed (item);
2051 } 1797 }
1798
2052 if ((tmp = is_player_inv (item))) 1799 if ((tmp = item->in_player ()))
2053 esrv_update_item (UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
2054 } 1801 }
2055 } 1802 }
2056 else if (item->type == ROD || item->type == HORN) 1803 else if (item->type == ROD || item->type == HORN)
2057 {
2058 drain_rod_charge (item); 1804 drain_rod_charge (item);
2059 }
2060 } 1805 }
2061} 1806}
2062 1807
2063/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
2064 */ 1809 */
2087 case range_misc: 1832 case range_misc:
2088 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
2089 return; 1834 return;
2090 1835
2091 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
2092 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2093 {
2094 op->contr->ranges[range_golem] = 0;
2095 op->contr->shoottype = range_none;
2096 }
2097 else
2098 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
2099 return; 1838 return;
2100 1839
2101 case range_skill: 1840 case range_skill:
2102 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
2103 { 1842 {
2104 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
2105 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
2106 return; 1846 return;
2107 } 1847 }
1848
2108 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
2109 return; 1850 return;
2110 case range_builder: 1851 case range_builder:
2111 apply_map_builder (op, dir); 1852 apply_map_builder (op, dir);
2112 return; 1853 return;
2113 default: 1854 default:
2114 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2115 return; 1856 return;
2116 } 1857 }
2117} 1858}
2118
2119
2120 1859
2121/* find_key 1860/* find_key
2122 * 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
2123 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
2124 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
2126 * pl is the player, 1865 * pl is the player,
2127 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
2128 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
2129 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
2130 */ 1869 */
2131
2132object * 1870object *
2133find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
2134{ 1872{
2135 object *tmp, *key; 1873 object *tmp, *key;
2136 1874
2137 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
2138 if (container->inv == NULL) 1876 if (!container->inv)
2139 return NULL; 1877 return 0;
2140 1878
2141 /* 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 */
2142 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
2143 { 1881 {
2144 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
2145 break; 1883 break;
2146 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
2147 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
2148 */ 1886 */
2149 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2150 break; 1888 break;
2151 } 1889 }
1890
2152 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
2153 /* 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.
2154 * 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
2155 * a key, return 1894 * a key, return
2156 */ 1895 */
2157 if (!tmp) 1896 if (!tmp)
2158 { 1897 {
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1899 {
2161 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
2162 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
2163 { 1902 {
2164 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
2165 return key; 1904 return key;
2166 } 1905 }
2167 } 1906 }
1907
2168 if (!tmp) 1908 if (!tmp)
2169 return NULL; 1909 return NULL;
2170 } 1910 }
1911
2171 /* 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,
2172 * see if we actually want to use it 1913 * see if we actually want to use it
2173 */ 1914 */
2174 if (pl != container) 1915 if (pl != container)
2175 { 1916 {
2196 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2197 "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));
2198 return NULL; 1939 return NULL;
2199 } 1940 }
2200 } 1941 }
1942
2201 return tmp; 1943 return tmp;
2202} 1944}
2203 1945
2204/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
2205 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
2207 * 0 otherwise 1949 * 0 otherwise
2208 */ 1950 */
2209static int 1951static int
2210player_attack_door (object *op, object *door) 1952player_attack_door (object *op, object *door)
2211{ 1953{
2212
2213 /* 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,
2214 * 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 -
2215 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
2216 */ 1957 */
2217 object *key = find_key (op, op, door); 1958 object *key = find_key (op, op, door);
2224 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);
2225 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2226 make_visible (op); 1967 make_visible (op);
2227 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2228 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2229 if (door->type == DOOR) 1971 if (door->type == DOOR)
2230 {
2231 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 */
2232 }
2233 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2234 { 1974 {
2235 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));
2236 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2237 } 1977 }
1978
2238 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2239 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2240 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2241 if (container != op) 1982 if (container != op)
2242 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2243 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2244 } 1986 }
2245 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2246 { 1988 {
2247 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2248 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2249 return 1; 1991 return 1;
2250 } 1992 }
1993
2251 return 0; 1994 return 0;
2252} 1995}
2253 1996
2254/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2255 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2256 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2257 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2258 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2259 */ 2002 */
2260
2261void 2003void
2262move_player_attack (object *op, int dir) 2004move_player_attack (object *op, int dir)
2263{ 2005{
2264 object *tmp, *mon; 2006 object *tmp, *mon;
2265 sint16 nx, ny; 2007 sint16 nx, ny;
2267 maptile *m; 2009 maptile *m;
2268 2010
2269 nx = freearr_x[dir] + op->x; 2011 nx = freearr_x[dir] + op->x;
2270 ny = freearr_y[dir] + op->y; 2012 ny = freearr_y[dir] + op->y;
2271 2013
2272 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2273 2015
2274 /* 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
2275 * 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
2276 * 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
2277 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2282 */ 2024 */
2283 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))
2284 { 2026 {
2285 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2286 { 2028 {
2287 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2288 if (!m) 2030 if (!m)
2289 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2290 } 2032 }
2291 else 2033 else
2292 m = op->map; 2034 m = op->map;
2293 2035
2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2295 {
2296 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2297 return; 2037 return;
2298 }
2299 2038
2300 mon = NULL; 2039 mon = 0;
2301 /* 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
2302 * 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.
2303 * 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
2304 * on the space 2043 * on the space
2305 */ 2044 */
2306 while (tmp != NULL) 2045 while (tmp)
2307 { 2046 {
2308 if (tmp == op) 2047 if (tmp == op)
2309 { 2048 {
2310 tmp = tmp->above; 2049 tmp = tmp->above;
2311 continue; 2050 continue;
2321 mon = tmp; 2060 mon = tmp;
2322 2061
2323 tmp = tmp->above; 2062 tmp = tmp->above;
2324 } 2063 }
2325 2064
2326 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2327 return; /* into a wall */ 2066 return; /* into a wall */
2328 2067
2329 if (mon->head != NULL) 2068 if (mon->head)
2330 mon = mon->head; 2069 mon = mon->head;
2331 2070
2332 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))
2333 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2334 return; 2073 return;
2356 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2357 { 2096 {
2358 /* 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 */
2359 if (op->contr->braced) 2098 if (op->contr->braced)
2360 return; 2099 return;
2100
2361 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);
2362 (void) push_ob (mon, dir, op); 2102 (void) push_ob (mon, dir, op);
2363 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2364 make_visible (op); 2104 make_visible (op);
2105
2365 return; 2106 return;
2366 } 2107 }
2367 2108
2368 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2369 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2371 * attack them either. 2112 * attack them either.
2372 */ 2113 */
2373 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2374 (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)) && (
2375#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2376 (op->contr->peaceful 2117 (op->contr->peaceful
2377 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2378 && mon->contr-> 2119 && mon->contr->
2379 peaceful)) && 2120 peaceful)) &&
2380#else 2121#else
2381 op->contr->peaceful && 2122 op->contr->peaceful &&
2382#endif 2123#endif
2383 !on_battleground)) 2124 !on_battleground))
2384 { 2125 {
2385 if (!op->contr->braced) 2126 if (!op->contr->braced)
2386 { 2127 {
2387 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);
2388 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2389 } 2130 }
2390 else 2131 else
2391 {
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2393 } 2133
2394 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2135 make_visible (op);
2396 } 2136 }
2397 2137
2398 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2409 * 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
2410 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2411 * 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
2412 * 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.
2413 */ 2153 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((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)))
2417 { 2156 {
2418 2157
2419 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2427 2166
2428 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 */
2429 } 2168 }
2430 2169
2431 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2432 2171
2433 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2436 * the wiz. 2175 * the wiz.
2438 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))
2439 { 2178 {
2440 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2441 2180
2442 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2445 } 2184 }
2185
2446 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2447 make_visible (op); 2187 make_visible (op);
2448 } 2188 }
2449 } /* if player should attack something */ 2189 } /* if player should attack something */
2450} 2190}
2452int 2192int
2453move_player (object *op, int dir) 2193move_player (object *op, int dir)
2454{ 2194{
2455 int pick; 2195 int pick;
2456 2196
2457 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2458 return 0; 2198 return 0;
2459 2199
2460 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2461 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2462 { 2202 {
2463 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2464 return 0; 2204 return 0;
2465 } 2205 }
2466 2206
2467 /* peterm: added following line */ 2207 /* peterm: added following line */
2468 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2470 2210
2471 op->facing = dir; 2211 op->facing = dir;
2472 2212
2473 if (op->hide) 2213 if (op->hide)
2474 do_hidden_move (op); 2214 do_hidden_move (op);
2485 2225
2486 /* 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
2487 * server can handle repeat firing. 2227 * server can handle repeat firing.
2488 */ 2228 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir; 2230 op->direction = dir;
2492 }
2493 else 2231 else
2494 {
2495 op->direction = 0; 2232 op->direction = 0;
2496 } 2233
2497 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2236 * for players.
2500 */ 2237 */
2501 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2510 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2511 */ 2248 */
2512int 2249int
2513handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2514{ 2251{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2253 {
2537 flee_player (op); 2254 flee_player (op);
2538 /* 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 */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2540 { 2257 {
2541 op->speed_left--; 2258 op->speed_left--;
2542 return 0; 2259 return 0;
2543 } 2260 }
2544 } 2261 }
2545
2546 /* I've been seeing crashes where the golem has been destroyed, but
2547 * the player object still points to the defunct golem. The code that
2548 * destroys the golem looks correct, and it doesn't always happen, so
2549 * put this in a a workaround to clean up the golem pointer.
2550 */
2551 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2552 op->contr->ranges[range_golem] = 0;
2553 2262
2554 /* 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
2555 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2265 * called, so we recheck it here.
2557 */ 2266 */
2558 op->contr->socket->handle_command (); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2559 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2560 return 0; 2271 {
2561
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 { 2273 {
2564 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2565 op->speed_left--; 2275 op->speed_left--;
2566 2276
2567 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2568 * 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
2569 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2570 */ 2280 */
2571 move_player (op, op->direction); 2281 move_player (op, op->direction);
2572 if (op->speed_left > 0) 2282
2573 return 1; 2283 return op->speed_left > 0;
2574 else 2284 }
2575 return 0;
2576 } 2285 }
2577 2286
2578 return 0; 2287 return 0;
2579} 2288}
2580 2289
2600 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2601 2310
2602 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2603 op->stats.food = 999; 2312 op->stats.food = 999;
2604 2313
2605 fix_player (op); 2314 op->update_stats ();
2606 return 1; 2315 return 1;
2607 } 2316 }
2608 2317
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2618 * from. 2327 * from.
2619 */ 2328 */
2620void 2329void
2621remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2622{ 2331{
2623 object *next;
2624
2625 while (op) 2332 while (op)
2626 { 2333 {
2627 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' */
2628 * we remove object 'op' 2335
2629 */
2630 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2631 { 2337 {
2632 op->remove ();
2633 op->x = env->x;
2634 op->y = env->y;
2635 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2636 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2637 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2638 } 2342 }
2639 else if (op->inv) 2343 else if (op->inv)
2640 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2641 2345
2642 op = next; 2346 op = next;
2643 } 2347 }
2644} 2348}
2645
2646 2349
2647/* 2350/*
2648 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2649 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2650 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2388 strcat (buf2, buf);
2686 2389
2687 return buf2; 2390 return buf2;
2688} 2391}
2689
2690
2691 2392
2692void 2393void
2693do_some_living (object *op) 2394do_some_living (object *op)
2694{ 2395{
2695 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2701 int rate_grace = 2000; 2402 int rate_grace = 2000;
2702 const int max_hp = 1; 2403 const int max_hp = 1;
2703 const int max_sp = 1; 2404 const int max_sp = 1;
2704 const int max_grace = 1; 2405 const int max_grace = 1;
2705 2406
2706 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2707 {
2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2710 flush_output_element (op, &op->contr->outputs[i]);
2711 } 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 }
2712 2425
2713 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2714 { 2427 {
2715
2716 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2717 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2718 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720 else 2432 else
2721 { 2433 {
2722 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724 } 2436 }
2437
2725 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727 else 2440 else
2728 { 2441 {
2729 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731 } 2444 }
2445
2732 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734 else 2448 else
2735 { 2449 {
2736 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2737 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2738 } 2452 }
2739 2453
2740 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2741 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2742 { 2456 {
2743 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);
2744 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2745 { 2459 {
2746 op->stats.sp++; 2460 op->stats.sp++;
2752 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2753 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))
2754 op->stats.food = last_food; 2468 op->stats.food = last_food;
2755 } 2469 }
2756 } 2470 }
2471
2757 if (max_sp > 1) 2472 if (max_sp > 1)
2758 { 2473 {
2759 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0) 2475 if (over_sp > 0)
2761 { 2476 {
2762 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2763 { 2478 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2765 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))
2766 op->stats.sp--; 2482 op->stats.sp--;
2483
2767 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2769 } 2486 }
2770 op->last_sp = 0; 2487 op->last_sp = 0;
2771 } 2488 }
2772 else 2489 else
2773 {
2774 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);
2775 }
2776 } 2491 }
2777 else 2492 else
2778 {
2779 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);
2780 }
2781 } 2494 }
2782 2495
2783 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2784 /* 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. */
2785 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2786 { 2499 {
2787 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2788 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2789 if (max_grace > 1) 2503 if (max_grace > 1)
2790 { 2504 {
2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792 if (over_grace > 0) 2506 if (over_grace > 0)
2793 { 2507 {
2821 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2822 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))
2823 op->stats.food = last_food; 2537 op->stats.food = last_food;
2824 } 2538 }
2825 } 2539 }
2540
2826 if (max_hp > 1) 2541 if (max_hp > 1)
2827 { 2542 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0) 2544 if (over_hp > 0)
2830 { 2545 {
2854 2569
2855 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2856 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);
2857 else 2572 else
2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2859 /* dms do not consume food */ 2575 /* dms do not consume food */
2860 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2861 op->stats.food--; 2577 op->stats.food--;
2862 } 2578 }
2863 }
2864 2579
2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2866 { 2581 {
2867 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2868 2583
2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2870 { 2585 {
2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 {
2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2875 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.");
2876 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2877 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2878 break; 2593 break;
2879 } 2594 }
2880 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2881 flesh = tmp; 2596 flesh = tmp;
2882 } /* End if paid for object */ 2597 } /* End if paid for object */
2883 } /* end of for loop */ 2598 } /* end of for loop */
2599
2884 /* 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
2885 * eat flesh instead. 2601 * eat flesh instead.
2886 */ 2602 */
2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 { 2604 {
2889 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.");
2890 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2891 } 2607 }
2892 } /* end if player is starving */ 2608 }
2893 2609
2894 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2895 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2896 2612
2897 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))
2898 kill_player (op); 2614 kill_player (op);
2615 }
2899} 2616}
2900
2901
2902 2617
2903/* 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.
2904 * 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
2905 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2906 * file. 2621 * file.
2936 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!");
2937 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...");
2938 2653
2939 /* restore player */ 2654 /* restore player */
2940 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2941 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2657 {
2944 tmp->destroy (); 2658 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2946 } 2660 }
2947 2661
2948 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2949 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2664 {
2952 tmp->destroy (); 2665 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2954 } 2667 }
2955 2668
2957 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2958 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2959 op->stats.food = 999; 2672 op->stats.food = 999;
2960 2673
2961 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2962 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2963 if (tmp != NULL)
2964 { 2676 {
2965 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2966 tmp->name = buf; 2678 tmp->name = buf;
2967 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2968 " 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",
2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2970 tmp->msg = buf; 2682 tmp->msg = buf;
2971 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2972 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2973 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2974 insert_ob_in_map (tmp, op->map, op, 0);
2975 } 2686 }
2976 2687
2977 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2978 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2979 op->contr->braced = 0; 2690 op->contr->braced = 0;
2984 2695
2985 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2986 2697
2987 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2988 { 2699 {
2989 if (op->contr->explore)
2990 {
2991 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2992 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2993 op->stats.food = 999;
2994 return;
2995 }
2996 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2997 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2998 } 2702 }
2999 else 2703 else
3000 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.hp = op->stats.maxhp;
3006 return;
3007 }
3008 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3009 } 2705
3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3011 2707
3012 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3013 x = op->x; 2709 x = op->x;
3014 y = op->y; 2710 y = op->y;
3015 map = op->map; 2711 map = op->map;
3016 2712
3017
3018 if (settings.not_permadeth == TRUE)
3019 {
3020 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3021 * 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.
3022 * 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.
3023 */ 2716 */
3024 2717
3025 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3026 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3027 * of death. 2720 * of death.
3028 */ 2721 */
3029#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3030 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3031 { 2724 {
3032 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3033 /* 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
3034 more if they do. */ 2727 more if they do. */
3035 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3036 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3037 little bit harder. */ 2730 little bit harder. */
3038 /* GD */ 2731 /* GD */
3039 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3040 num_stats_lose = 1; 2733 num_stats_lose = 1;
3041 else
3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3043 }
3044 else 2734 else
3045 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3046 num_stats_lose = 1; 2738 num_stats_lose = 1;
3047 } 2739
3048 lost_a_stat = 0; 2740 lost_a_stat = 0;
3049 2741
3050 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3051 { 2743 {
3052 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3053 2745
3054 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3055 { 2747 {
3056 /* 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
3057 * what he lost. 2749 * what he lost.
3058 */ 2750 */
3059 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3060 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3061 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3062 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064 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);
3065 } 2769 }
3066 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3067 { 2772 {
3068 /* deplete a stat */ 2773 /* GD */
3069 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3070 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3071 2776 if (this_stat < 0)
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 { 2777 {
3075 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3076 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3077 } 2780
3078 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
3083 this_stat = get_attr_value (&(dep->stats), i);
3084 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)
3085 { 2787 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0; 2788 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */ 2790 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 } 2791 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
3114 /* We could try to do something clever like find another
3115 * stat to reduce if this fails. But chances are, if
3116 * stats have been depleted to -50, all are pretty low
3117 * and should be roughly the same, so it shouldn't make a
3118 * difference.
3119 */ 2792 else
3120 if (this_stat >= -50)
3121 { 2793 {
3122 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3123 SET_FLAG (dep, FLAG_APPLIED);
3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125 fix_player (op);
3126 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"); */
3127 } 2799 }
3128 } 2800 }
3129 } 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 }
3130 } 2820 }
2821 }
2822 }
3131 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3132 if (!lost_a_stat) 2824 if (!lost_a_stat)
3133 { 2825 {
3134 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3135 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3136 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3137 2829
3138 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3139 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);
3140 else 2832 else
3141 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.");
3142 } 2834 }
3143#else 2835#else
3144 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.");
3145#endif 2837#endif
3146 2838
3147 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3148 * exp loss on the stone. 2840 * exp loss on the stone.
3149 */ 2841 */
3150 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3151 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3152 tmp->name = buf; 2844 tmp->name = buf;
3153 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3154 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3155 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);
3156 tmp->msg = buf; 2848 tmp->msg = buf;
3157 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3158 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3159 2851
3160 /**************************************/ 2852 /**************************************/
3161 /* */ 2853 /* */
3162 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3163 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3164 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3165 /* */ 2857 /* */
3166 /**************************************/ 2858 /**************************************/
3167 2859
3168 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3169 /* restore player */ 2861 /* restore player */
3170 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3171 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3172 2864
3173 if (tmp) 2865 if (tmp)
3174 { 2866 {
3175 tmp->destroy (); 2867 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177 } 2869 }
3178 2870
3179 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3180 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3181 if (tmp) 2873 if (tmp)
3182 { 2874 {
3183 tmp->destroy (); 2875 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185 } 2877 }
3186 2878
3187 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3188 2880
3189 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3190 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3191 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3192 op->stats.food = 900; 2884 op->stats.food = 900;
3193 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196 2888
3197 /* 2889 /*
3198 * 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
3199 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3200 * in the map. 2892 */
3201 */
3202
3203 if (is_in_shop (op))
3204 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3205 2894
3206 /****************************************/ 2895 /****************************************/
3207 /* */ 2896 /* */
3208 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3209 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3210 /* */ 2899 /* */
3211 /****************************************/ 2900 /****************************************/
3212 2901
3213 enter_player_savebed (op); 2902 enter_player_savebed (op);
3214 2903
3215 /* Save the player before inserting the force to reduce
3216 * chance of abuse.
3217 */
3218 op->contr->braced = 0; 2904 op->contr->braced = 0;
3219 save_player (op, 1);
3220 2905
3221 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3222 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3223 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3224 * on the space that might harm the player. 2909 * on the space that might harm the player.
3225 */ 2910 */
3226 will_kill_again = 0; 2911 will_kill_again = 0;
3227 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)
3228 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3229 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3230 2915
3231 if (will_kill_again) 2916 if (will_kill_again)
3232 { 2917 {
3233 object *force; 2918 object *force;
3234 int at; 2919 int at;
3235 2920
3236 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3237 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3238 force->speed = 0.1; 2923 force->speed = 0.1;
3239 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3240 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3241 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3242 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3243 force->resist[at] = 100; 2928 force->resist[at] = 100;
3244 2929
3245 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3246 fix_player (op); 2931 op->update_stats ();
3247 2932
3248 } 2933 }
3249 2934
3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251 return;
3252 } /* NOT_PERMADETH */
3253 else
3254 {
3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256 * should probably be embedded in an else statement.
3257 */
3258
3259 op->contr->party = NULL;
3260 if (settings.set_title == TRUE)
3261 op->contr->own_title[0] = '\0';
3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263 check_score (op);
3264
3265 if (op->contr->ranges[range_golem])
3266 {
3267 remove_friendly_object (op->contr->ranges[range_golem]);
3268 op->contr->ranges[range_golem]->destroy ();
3269 op->contr->ranges[range_golem] = 0;
3270 }
3271
3272 loot_object (op); /* Remove some of the items for good */
3273 op->remove ();
3274 op->direction = 0;
3275
3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
3278 delete_character (op->name, 0);
3279 if (settings.resurrection == TRUE)
3280 {
3281 /* save playerfile sans equipment when player dies
3282 ** then save it as player.pl.dead so that future resurrection
3283 ** type spells will work on them nicely
3284 */
3285 delete_character (op->name, 0);
3286 op->stats.hp = op->stats.maxhp;
3287 op->stats.food = 999;
3288
3289 /* set the location of where the person will reappear when */
3290 /* maybe resurrection code should fix map also */
3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
3292 if (op->map != NULL)
3293 op->map = NULL;
3294 op->x = settings.emergency_x;
3295 op->y = settings.emergency_y;
3296 save_player (op, 0);
3297 op->map = map;
3298 /* please see resurrection.c: peterm */
3299 dead_player (op);
3300 }
3301 else
3302 delete_character (op->name, 1);
3303 }
3304
3305 play_again (op);
3306
3307 /* peterm: added to create a corpse at deathsite. */
3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 sprintf (buf, "%s", &op->name);
3310 tmp->name = tmp->name_pl = buf;
3311 tmp->level = op->level;
3312 tmp->x = x;
3313 tmp->y = y;
3314 tmp->msg = gravestone_text (op);
3315 SET_FLAG (tmp, FLAG_UNIQUE);
3316 insert_ob_in_map (tmp, map, NULL, 0);
3317 }
3318} 2936}
3319
3320 2937
3321void 2938void
3322loot_object (object *op) 2939loot_object (object *op)
3323{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3324 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3325 2942
3326 if (op->container) 2943 op->close_container (); /* close open sack first */
3327 { /* close open sack first */
3328 esrv_apply_container (op, op->container);
3329 }
3330 2944
3331 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3332 { 2946 {
3333 next = tmp->below; 2947 next = tmp->below;
3334 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3335 continue; 2950 continue;
2951
3336 tmp->remove (); 2952 tmp->remove ();
3337 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3338 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3339 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3340 loot_object (tmp); 2957
3341 }
3342 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))))
3343 { 2959 {
3344 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3345 { 2961 {
3346 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3347 tmp2->destroy (); 2963 tmp2->destroy ();
3358/* 2974/*
3359 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3360 * 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
3361 * was changed. 2977 * was changed.
3362 */ 2978 */
3363
3364void 2979void
3365fix_weight (void) 2980fix_weight (void)
3366{ 2981{
3367 player *pl; 2982 for_all_players (pl)
3368
3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 { 2983 {
3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372 2985
3373 if (old == sum) 2986 if (old == sum)
3374 continue; 2987 continue;
3375 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3376 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);
3377 } 2990 }
3378} 2991}
3379 2992
3380void 2993void
3381fix_luck (void) 2994fix_luck (void)
3382{ 2995{
3383 player *pl; 2996 for_all_players (pl)
3384
3385 for (pl = first_player; pl != NULL; pl = pl->next)
3386 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3387 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3388} 2999}
3389
3390 3000
3391/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3392 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3393 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3394 */ 3004 */
3395
3396void 3005void
3397cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3398{ 3007{
3399 object *skop, *spob; 3008 object *skop, *spob;
3400 3009
3434 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3435 { 3044 {
3436 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3437 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3438 } 3047 }
3048
3439 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3440} 3050}
3441 3051
3442int 3052int
3443is_true_undead (object *op) 3053is_true_undead (object *op)
3444{ 3054{
3445 object *tmp = NULL;
3446
3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3448 return 1; 3056 return 1;
3449 3057
3450 if (op->type == PLAYER)
3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3455 return 0; 3058 return 0;
3456} 3059}
3457 3060
3458/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3515 3118
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3120
3518 /* 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! */
3519 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3522 { 3124 {
3523 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!");
3524 make_visible (op); 3126 make_visible (op);
3525 return; 3127 return;
3526 } 3128 }
3527 else 3129 else
3528 num += 20; 3130 num += 20;
3529 } 3131
3530 num += op->map->difficulty; 3132 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3134 num -= hide;
3135
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3137 {
3535 make_visible (op); 3138 make_visible (op);
3536 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3537 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!");
3538 } 3141 }
3539 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3540 {
3541 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);
3542 }
3543} 3144}
3544 3145
3545/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3546 3147
3547int 3148int
3574 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3575 continue; 3176 continue;
3576 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)))
3577 continue; 3178 continue;
3578 3179
3579 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)
3580 { 3181 {
3581 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))
3582 return 1; 3183 return 1;
3583 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3584 { 3185 {
3614 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3615 { 3216 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3218 return -1;
3618 } 3219 }
3220
3619 if (!pl || !op) 3221 if (!pl || !op)
3620 return 0; 3222 return 0;
3621 3223
3622 if (op->head)
3623 {
3624 op = op->head; 3224 op = op->head_ ();
3625 } 3225
3626 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3627 3227
3628 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3229 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3638 3238
3639 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3640 * 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
3641 * for any meaningful values. 3241 * for any meaningful values.
3642 */ 3242 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !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)])
3646 return 1; 3246 return 1;
3647 op = op->more; 3247 op = op->more;
3648 } 3248 }
3649 return 0; 3249 return 0;
3650} 3250}
3747 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3748 int i = 0, j = 0; 3348 int i = 0, j = 0;
3749 3349
3750 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3751 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3752 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3753 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3754 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3755 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3756 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3757 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3758 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3759 3359
3760 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3761 return; 3361 return;
3762 3362
3763 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++);
3764 3364
3765 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3766 { 3366 {
3767 /* 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]); */
3768 return; 3368 return;
3769 } 3369 }
3770 3370
3836 { 3436 {
3837 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3438 object *skin;
3839 3439
3840 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3841 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
3842 if (skin == NULL) 3445 if (!skin)
3843 return; 3446 return;
3844 3447
3845 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 { 3450 {
3892 * not readied. 3495 * not readied.
3893 */ 3496 */
3894void 3497void
3895player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3896{ 3499{
3897 rangetype i;
3898
3899 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))
3900 {
3901 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3902 { 3502 {
3903 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3904 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3905 {
3906 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3907 }
3908 } 3506 }
3909 }
3910} 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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