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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.103 by root, Sat Feb 10 01:52:29 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#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 26#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <sounds.h> 28#include <sounds.h>
32#include <living.h> 29#include <living.h>
33#include <object.h> 30#include <object.h>
34#include <spells.h> 31#include <spells.h>
35#include <skills.h> 32#include <skills.h>
36#include <newclient.h>
37 33
38#ifdef COZY_SERVER 34#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 35#include <functional>
40#endif
41 36
42player * 37playervec players;
43find_player (const char *plname)
44{
45 player *pl;
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
50 return pl;
51 };
52 return NULL;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79}
80 38
81void 39void
82display_motd (const object *op) 40display_motd (const object *op)
83{ 41{
84 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 int comp; 45 int comp;
88 int size; 46 int size;
89 47
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 50 return;
94 } 51
95 motd[0] = '\0'; 52 motd[0] = '\0';
96 size = 0; 53 size = 0;
54
97 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
98 { 56 {
99 if (*buf == '#') 57 if (*buf == '#')
100 continue; 58 continue;
59
101 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 61 size += strlen (buf);
103 } 62 }
63
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
106} 66}
107 67
108void 68void
114 int comp; 74 int comp;
115 int size; 75 int size;
116 76
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 79 return;
121 } 80
122 rules[0] = '\0'; 81 rules[0] = '\0';
123 size = 0; 82 size = 0;
83
124 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
125 { 85 {
126 if (*buf == '#') 86 if (*buf == '#')
127 continue; 87 continue;
88
128 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
129 { 90 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 92 break;
132 } 93 }
94
133 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 96 size += strlen (buf);
135 } 97 }
98
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
138} 101}
139 102
140void 103void
148 int size; 111 int size;
149 112
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 115 return;
116
153 news[0] = '\0'; 117 news[0] = '\0';
154 subject[0] = '\0'; 118 subject[0] = '\0';
155 size = 0; 119 size = 0;
120
156 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 122 {
158 if (*buf == '#') 123 if (*buf == '#')
159 continue; 124 continue;
125
160 if (*buf == '%') 126 if (*buf == '%')
161 { /* send one news */ 127 { /* send one news */
162 if (size > 0) 128 if (size > 0)
163 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", "%s\n%s", subject, news); /*send previously read news */
130
164 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
165 strip_endline (subject); 132 strip_endline (subject);
166 size = 0; 133 size = 0;
167 news[0] = '\0'; 134 news[0] = '\0';
168 } 135 }
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 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", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184} 151}
185 152
186int
187playername_ok (const char *cp)
188{
189 /* Don't allow - or _ as first character in the name */
190 if (*cp == '-' || *cp == '_')
191 return 0;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197}
198
199/* This no longer sets the player map. Also, it now updates
200 * all the pointers so the caller doesn't need to do that.
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{
213 object *op = arch_to_object (get_player_archetype (NULL));
214 int i;
215
216 if (!p)
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p;
234
235 p->next = NULL;
236 }
237
238 /* Clears basically the entire player structure except
239 * for next and socket.
240 */
241 p->clear ();
242
243 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point.
245 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice;
250 p->Swap_First = -1;
251
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
257
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10;
272 p->last_speed = -1;
273 p->shoottype = range_none;
274 p->bowtype = bow_normal;
275 p->petmode = pet_normal;
276 p->listening = 10;
277 p->usekeys = containers;
278 p->last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */
280 p->do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288
289 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start
292 * at zero.
293 */
294 for (i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL;
298 }
299 for (i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1;
302 }
303 p->last_stats.exp = -1;
304 p->last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309}
310
311/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
312static void 154static void
313set_first_map (object *op) 155set_first_map (object *op)
314{ 156{
315 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
316 op->x = -1; 158 op->x = -1;
317 op->y = -1; 159 op->y = -1;
318 enter_exit (op, NULL);
319} 160}
320 161
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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207}
208
209// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings
211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->close_container (); //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->close_container (); //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359}
360
361player::~player ()
362{
363 /* Clear item stack */
364 free (stack_items);
365}
366
321/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
323 * mode. 369 * mode.
324 */ 370 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 371player *
372player::create ()
373{
374 player *pl = new player;
330 375
331 p = get_player (NULL); 376 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 377 set_first_map (pl->ob);
343 378
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 379 return pl;
351} 380}
352 381
353/* 382/*
354 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
364 { 393 {
365 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
366 at = first_archetype; 395 at = first_archetype;
367 else 396 else
368 at = at->next; 397 at = at->next;
398
369 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
370 return at; 400 return at;
401
371 if (at == start) 402 if (at == start)
372 { 403 {
373 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 405 exit (-1);
375 } 406 }
376 } 407 }
377} 408}
378 409
379
380object * 410object *
381get_nearest_player (object *mon) 411get_nearest_player (object *mon)
382{ 412{
383 object *op = NULL; 413 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 414 objectlink *ol;
386 unsigned lastdist; 415 unsigned lastdist;
387 rv_vector rv; 416 rv_vector rv;
388 417
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 419 {
391 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 427 object *tmp = ol->ob;
399 428
400 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 430 * itself will have been cleared.
402 */ 431 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
404 ol = ol->next; 434 ol = ol->next;
405 remove_friendly_object (tmp); 435 remove_friendly_object (tmp);
406 if (!ol) 436 if (!ol)
407 return op; 437 return op;
408 } 438 }
421 { 451 {
422 op = ol->ob; 452 op = ol->ob;
423 lastdist = rv.distance; 453 lastdist = rv.distance;
424 } 454 }
425 } 455 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 456
427 { 457 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
432 { 460 {
433 op = pl->ob; 461 op = pl->ob;
434 lastdist = rv.distance; 462 lastdist = rv.distance;
435 } 463 }
436 } 464
437 }
438#if 0 465#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 467#endif
441 return op; 468 return op;
442} 469}
460 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 489 * is probably not a good thing.
463 */ 490 */
464#define MAX_SPACES 50 491#define MAX_SPACES 50
465
466 492
467/* 493/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 515path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 516{
491 rv_vector rv; 517 rv_vector rv;
492 sint16 x, y; 518 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 520 maptile *m, *lastmap;
495 521
496 get_rangevector (mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
497 523
498 if (rv.distance < mindiff) 524 if (rv.distance < mindiff)
499 return 0; 525 return 0;
501 x = mon->x; 527 x = mon->x;
502 y = mon->y; 528 y = mon->y;
503 m = mon->map; 529 m = mon->map;
504 dir = rv.direction; 530 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
507 /* If we can't solve it within the search distance, return now. */ 534 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 535 if (diff > max)
509 return 0; 536 return 0;
537
510 while (diff > 1 && max > 0) 538 while (diff > 1 && max > 0)
511 { 539 {
512 lastx = x; 540 lastx = x;
513 lasty = y; 541 lasty = y;
514 lastmap = m; 542 lastmap = m;
596 max--; 624 max--;
597 lastdir = dir; 625 lastdir = dir;
598 if (!firstdir) 626 if (!firstdir)
599 firstdir = dir; 627 firstdir = dir;
600 } 628 }
629
601 if (diff <= 1) 630 if (diff <= 1)
602 { 631 {
603 /* Recalculate diff (distance) because we may not have actually 632 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 633 * headed toward player for entire distance.
605 */ 634 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
607 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 637 }
638
609 if (diff > max) 639 if (diff > max)
610 return 0; 640 return 0;
611 } 641 }
642
612 /* If we reached the max, didn't find a direction in time */ 643 /* If we reached the max, didn't find a direction in time */
613 if (!max) 644 if (!max)
614 return 0; 645 return 0;
615 646
616 return firstdir; 647 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 674 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 675 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 676 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 678 {
648 remove_ob (op); 679 op->destroy ();
649 free_object (op);
650 continue; 680 continue;
651 } 681 }
652 } 682 }
653 683
654 /* This really needs to be better - we should really give 684 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 695 if (tmp->type == op->type && tmp->name == op->name)
666 break; 696 break;
667 697
668 if (tmp) 698 if (tmp)
669 { 699 {
670 remove_ob (op); 700 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 702 continue;
674 } 703 }
704
675 if (op->nrof > 1) 705 if (op->nrof > 1)
676 op->nrof = 1; 706 op->nrof = 1;
677 } 707 }
678 708
679 if (op->type == SPELLBOOK && op->inv) 709 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 721 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 722 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 723 }
694 if (op->type == SPELL) 724 if (op->type == SPELL)
695 { 725 {
696 remove_ob (op); 726 op->destroy ();
697 free_object (op);
698 continue; 727 continue;
699 } 728 }
700 else if (op->type == SKILL) 729 else if (op->type == SKILL)
701 { 730 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 731 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
712 link_player_skills (pl); 741 link_player_skills (pl);
713} 742}
714 743
715void 744void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 745get_party_password (object *op, partylist *party)
800{ 746{
801 if (party == NULL) 747 if (party == NULL)
802 { 748 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 750 return;
805 } 751 }
752
806 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 757}
811
812 758
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 760static int
815roll_stat (void) 761roll_stat (void)
816{ 762{
817 int a[4], i, j, k; 763 int a[4], i, j, k;
818 764
819 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 766 a[i] = (int) rndm (6) + 1;
821 767
822 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 769 if (a[i] < k)
824 k = a[i], j = i; 770 k = a[i], j = i;
825 771
826 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 773 if (i != j)
829 k += a[i]; 774 k += a[i];
830 } 775
831 return k; 776 return k;
832} 777}
833 778
834void 779void
835roll_stats (object *op) 780object::roll_stats ()
836{ 781{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 782 int statsort [7];
840 783
841 do 784 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 785 {
852 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
853 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
854 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 795 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 796
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 797 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
887 804
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 805 stats.exp = 0;
899 op->stats.ac = 0; 806 stats.ac = 0;
900 807
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 808 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
909 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
910} 820}
911 821
912void 822void
913Roll_Again (object *op) 823object::swap_stats (int a, int b)
914{ 824{
915 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 828
920void 829 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
922{ 861{
923 signed char tmp;
924 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
925 863
926 if (op->contr->Swap_First == -1) 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 868}
1041 869
1042/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1046 * not the class. 874 * not the class.
1047 */ 875 */
1048
1049int 876int
1050key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1051{ 878{
1052 int tmp_loop; 879 int tmp_loop;
1053 880
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1061 { 882 {
1062 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1063 884
1064 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 886 esrv_new_player (op->contr, op->weight + op->carrying);
887
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 888 treasurelist *tl = find_treasurelist ("starting_wealth");
889 if (tl)
890 create_treasure (tl, op, 0, 0, 0);
1067 891
1068 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1070 894
1071 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1072 896
1073 if (op->msg) 897 if (op->msg)
1074 op->msg = NULL; 898 op->msg = NULL;
1075 899
1076 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
1077 * to save here. 901 * to save here.
1078 */ 902 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf); 904 make_path_to_file (buf);
1081 905
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 906 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 908 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 909 link_player_skills (op);
1089 esrv_send_inventory (op, op); 910 esrv_send_inventory (op, op);
1090 fix_player (op); 911 op->update_stats ();
1091 912
1092 /* This moves the player to a different start map, if there 913 /* This moves the player to a different start map, if there
1093 * is one for this race 914 * is one for this race
1094 */ 915 */
1095 if (*first_map_ext_path) 916 if (*first_map_ext_path)
1096 { 917 {
1097 object *tmp; 918 object *tmp;
1098 char mapname[MAX_BUF]; 919 char mapname[MAX_BUF];
1099 920
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 922 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 923 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 924 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 925 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 926 op->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 927 * if the map isn't there, then stay on the
1107 * default initial map */ 928 * default initial map */
1108 free_object (tmp); 929 tmp->destroy ();
1109 } 930 }
1110 else 931 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 932 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 933
1114 return 0; 934 return 0;
1115 } 935 }
1116 936
1117 /* Following actually changes the race - this is the default command 937 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 938 * if we don't match with one of the options above.
1122 while (!tmp_loop) 942 while (!tmp_loop)
1123 { 943 {
1124 shstr name = op->name; 944 shstr name = op->name;
1125 int x = op->x, y = op->y; 945 int x = op->x, y = op->y;
1126 946
1127 remove_statbonus (op); 947 op->remove_statbonus ();
1128 remove_ob (op); 948 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 949 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 950 op->arch->clone.copy_to (op);
1131 op->instantiate (); 951 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 952 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 953 op->name = op->name_pl = name;
1134 op->x = x; 954 op->x = x;
1135 op->y = y; 955 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 956 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 957 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 958 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 959 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 960 tmp_loop = allowed_class (op);
1141 } 961 }
1142 962
1143 update_object (op, UP_OBJ_FACE); 963 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 964 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 965 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 966 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 967 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 968 op->stats.grace = 0;
1149 969
1150 if (op->msg) 970 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 971 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 972
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 974 return 0;
1155}
1156
1157int
1158key_confirm_quit (object *op, char key)
1159{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 {
1164 op->contr->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1;
1167 }
1168
1169 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr);
1171
1172 terminate_all_pets (op);
1173 leave_map (op);
1174 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176
1177 strcpy (op->contr->killer, "quit");
1178 check_score (op);
1179 op->contr->party = NULL;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0';
1182
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1;
1204} 975}
1205 976
1206void 977void
1207flee_player (object *op) 978flee_player (object *op)
1208{ 979{
1238 { 1009 {
1239 op->enemy = NULL; 1010 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1012 return;
1242 } 1013 }
1014
1243 get_rangevector (op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1244 1016
1245 dir = absdir (4 + rv.direction); 1017 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1018 for (diff = 0; diff < 3; diff++)
1247 { 1019 {
1248 int m = 1 - (RANDOM () & 2); 1020 int m = 1 - (RANDOM () & 2);
1249 1021
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1023 return;
1253 }
1254 } 1024 }
1025
1255 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1028 op->enemy = NULL;
1258} 1029}
1259 1030
1264 */ 1035 */
1265int 1036int
1266check_pick (object *op) 1037check_pick (object *op)
1267{ 1038{
1268 object *tmp, *next; 1039 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1040 int stop = 0;
1271 int j, k, wvratio; 1041 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1042 char putstring[128], tmpstr[16];
1273 1043
1274
1275 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1277 return 1; 1046 return 1;
1278 1047
1279 op_tag = op->count;
1280
1281 next = op->below; 1048 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1049
1285 /* loop while there are items on the floor that are not marked as 1050 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1051 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1052 while (next && !next->destroyed ())
1288 { 1053 {
1289 tmp = next; 1054 tmp = next;
1290 next = tmp->below; 1055 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1056
1294 if (was_destroyed (op, op_tag)) 1057 if (op->destroyed ())
1295 return 0; 1058 return 0;
1296 1059
1297 if (!can_pick (op, tmp)) 1060 if (!can_pick (op, tmp))
1298 continue; 1061 continue;
1299 1062
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1118 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1123 }
1124
1389 /* philosophy: 1125 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1126 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1127 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1128 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1129 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1130 * example.
1395 * The drawback: right now it has no frontend, so you need to 1131 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1132 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1133 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1167 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1168 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1169 if (tmp->type == FOOD)
1434 { 1170 {
1435 pick_up (op, tmp); 1171 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1172 continue;
1439 } 1173 }
1174
1440 if (op->contr->mode & PU_DRINK) 1175 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1177 {
1443 pick_up (op, tmp); 1178 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1179 continue;
1447 } 1180 }
1448 1181
1449 if (op->contr->mode & PU_POTION) 1182 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1183 if (tmp->type == POTION)
1451 { 1184 {
1452 pick_up (op, tmp); 1185 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1186 continue;
1456 } 1187 }
1457 1188
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1189 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1190 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1191 if (tmp->type == SPELLBOOK)
1461 { 1192 {
1462 pick_up (op, tmp); 1193 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1194 continue;
1466 } 1195 }
1196
1467 if (op->contr->mode & PU_SKILLSCROLL) 1197 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1198 if (tmp->type == SKILLSCROLL)
1469 { 1199 {
1470 pick_up (op, tmp); 1200 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1201 continue;
1474 } 1202 }
1203
1475 if (op->contr->mode & PU_READABLES) 1204 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1206 {
1478 pick_up (op, tmp); 1207 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1208 continue;
1482 } 1209 }
1483 1210
1484 /* wands/staves/rods/horns */ 1211 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1214 {
1488 pick_up (op, tmp); 1215 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1216 continue;
1492 } 1217 }
1493 1218
1494 /* pick up all magical items */ 1219 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1220 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1222 {
1498 pick_up (op, tmp); 1223 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1224 continue;
1502 } 1225 }
1503 1226
1504 if (op->contr->mode & PU_VALUABLES) 1227 if (op->contr->mode & PU_VALUABLES)
1505 { 1228 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1229 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1230 {
1508 pick_up (op, tmp); 1231 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1232 continue;
1512 } 1233 }
1513 } 1234 }
1514 1235
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1236 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1237 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1238 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1239 {
1519 pick_up (op, tmp); 1240 pick_up (op, tmp);
1241 continue;
1520 if (0) 1242 }
1521 fprintf (stderr, "JEWELS\n"); 1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1522 continue; 1249 continue;
1523 } 1250 }
1524 1251
1525 /* bows and arrows. Bows are good for selling! */ 1252 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1253 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1254 if (tmp->type == BOW)
1528 { 1255 {
1529 pick_up (op, tmp); 1256 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1257 continue;
1533 } 1258 }
1259
1534 if (op->contr->mode & PU_ARROW) 1260 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1261 if (tmp->type == ARROW)
1536 { 1262 {
1537 pick_up (op, tmp); 1263 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1264 continue;
1541 } 1265 }
1542 1266
1543 /* all kinds of armor etc. */ 1267 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1268 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1269 if (tmp->type == ARMOUR)
1546 { 1270 {
1547 pick_up (op, tmp); 1271 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1272 continue;
1551 } 1273 }
1274
1552 if (op->contr->mode & PU_HELMET) 1275 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1276 if (tmp->type == HELMET)
1554 { 1277 {
1555 pick_up (op, tmp); 1278 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1279 continue;
1559 } 1280 }
1281
1560 if (op->contr->mode & PU_SHIELD) 1282 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1283 if (tmp->type == SHIELD)
1562 { 1284 {
1563 pick_up (op, tmp); 1285 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1286 continue;
1567 } 1287 }
1288
1568 if (op->contr->mode & PU_BOOTS) 1289 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1290 if (tmp->type == BOOTS)
1570 { 1291 {
1571 pick_up (op, tmp); 1292 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1293 continue;
1575 } 1294 }
1295
1576 if (op->contr->mode & PU_GLOVES) 1296 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1297 if (tmp->type == GLOVES)
1578 { 1298 {
1579 pick_up (op, tmp); 1299 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1300 continue;
1583 } 1301 }
1302
1584 if (op->contr->mode & PU_CLOAK) 1303 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1304 if (tmp->type == CLOAK)
1586 { 1305 {
1587 pick_up (op, tmp); 1306 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1307 continue;
1591 } 1308 }
1592 1309
1593 /* hoping to catch throwing daggers here */ 1310 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1311 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1313 {
1597 pick_up (op, tmp); 1314 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1315 continue;
1601 } 1316 }
1602 1317
1603 /* careful: chairs and tables are weapons! */ 1318 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1319 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1322 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1325 {
1611 pick_up (op, tmp); 1326 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1327 continue;
1615 } 1328 }
1616 } 1329 }
1330
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1331 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1332 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1334 {
1621 pick_up (op, tmp); 1335 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1336 continue;
1625 } 1337 }
1626 } 1338 }
1627 } 1339 }
1628 1340
1629 /* misc stuff that's useful */ 1341 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1342 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1344 {
1633 pick_up (op, tmp); 1345 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1346 continue;
1637 } 1347 }
1638 1348
1639 /* any of the last 4 bits set means we use the ratio for value 1349 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1350 * pickups */
1662 continue; 1372 continue;
1663 } 1373 }
1664 } 1374 }
1665 } /* the new pickup model */ 1375 } /* the new pickup model */
1666 } 1376 }
1377
1667 return !stop; 1378 return !stop;
1668} 1379}
1669 1380
1670/* 1381/*
1671 * Find an arrow in the inventory and after that 1382 * Find an arrow in the inventory and after that
1673 * found object is returned. 1384 * found object is returned.
1674 */ 1385 */
1675object * 1386object *
1676find_arrow (object *op, const char *type) 1387find_arrow (object *op, const char *type)
1677{ 1388{
1678 object *tmp = NULL; 1389 object *tmp = 0;
1679 1390
1680 for (op = op->inv; op; op = op->below) 1391 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1394 else if (op->type == ARROW && op->race == type)
1684 return op; 1395 return op;
1396
1685 return tmp; 1397 return tmp;
1686} 1398}
1687 1399
1688/* 1400/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1690 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1691 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1692 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1405 */
1694
1695object * 1406object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1408{
1698 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1770 1481
1771object * 1482object *
1772pick_arrow_target (object *op, const char *type, int dir) 1483pick_arrow_target (object *op, const char *type, int dir)
1773{ 1484{
1774 object *tmp = NULL; 1485 object *tmp = NULL;
1775 mapstruct *m; 1486 maptile *m;
1776 int i, mflags, found, number; 1487 int i, mflags, found, number;
1777 sint16 x, y; 1488 sint16 x, y;
1778 1489
1779 if (op->map == NULL) 1490 if (op->map == NULL)
1780 return find_arrow (op, type); 1491 return find_arrow (op, type);
1840 */ 1551 */
1841int 1552int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1554{
1844 object *left, *bow; 1555 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1556 int bowspeed, mflags;
1847 mapstruct *m; 1557 maptile *m;
1848 1558
1849 if (!dir) 1559 if (!dir)
1850 { 1560 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1562 return 0;
1853 } 1563 }
1564
1854 if (op->type == PLAYER) 1565 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1566 bow = op->contr->ranges[range_bow];
1856 else 1567 else
1857 { 1568 {
1858 for (bow = op->inv; bow; bow = bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1866 { 1577 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1579 return 0;
1869 } 1580 }
1870 } 1581 }
1582
1871 if (!bow->race || !bow->skill) 1583 if (!bow->race || !bow->skill)
1872 { 1584 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1586 return 0;
1875 } 1587 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1590
1879 /* penalize ROF for bestarrow */ 1591 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1882 if (bowspeed < 1) 1595 if (bowspeed < 1)
1883 bowspeed = 1; 1596 bowspeed = 1;
1884 1597
1885 if (arrow == NULL) 1598 if (arrow == NULL)
1886 { 1599 {
1892 else 1605 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1606 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1607 return 0;
1895 } 1608 }
1896 } 1609 }
1610
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1612 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1613 return 0;
1901 } 1614
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1616 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1618 return 0;
1906 } 1619 }
1907 1620
1908 /* this should not happen, but sometimes does */ 1621 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1622 if (arrow->nrof == 0)
1910 { 1623 {
1911 remove_ob (arrow); 1624 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1625 return 0;
1914 } 1626 }
1915 1627
1916 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1630 if (!arrow)
1920 { 1631 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1633 return 0;
1923 } 1634 }
1924 set_owner (arrow, op); 1635
1636 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1637 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1638 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1639
1931 if (op->type == PLAYER) 1640 if (op->type == PLAYER)
1932 { 1641 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1643 op->update_stats ();
1935 } 1644 }
1936 1645
1937 SET_ANIMATION (arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1648 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1649 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1650 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1651 arrow->spellarg = strdup (arrow->slaying);
1943 1652
1944 /* Note that this was different for monsters - they got their level 1653 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1654 * added to the damage. I think the strength bonus is more proper.
1946 */ 1655 */
1947 1656
1949 1658
1950 /* update the speed */ 1659 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1662
1954 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1958 1665
1959 if (op->type == PLAYER) 1666 if (op->type == PLAYER)
1960 { 1667 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1673 }
1967 else 1674 else
1968 { 1675 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1677 arrow->level = op->level;
1972 } 1678 }
1679
1973 if (arrow->attacktype == AT_PHYSICAL) 1680 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682
1975 if (bow->slaying != NULL) 1683 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1977 1685
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1688
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1690 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1691
1986 if (!was_destroyed (arrow, tag)) 1692 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1693 move_arrow (arrow);
1988 1694
1989 if (op->type == PLAYER) 1695 if (op->type == PLAYER)
1990 { 1696 {
1991 if (was_destroyed (left, left_tag)) 1697 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1698 esrv_del_item (op->contr, left->count);
1993 else 1699 else
1994 esrv_send_item (op, left); 1700 esrv_send_item (op, left);
1995 } 1701 }
1702
1996 return 1; 1703 return 1;
1997} 1704}
1998 1705
1999/* Special fire code for players - this takes into 1706/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1707 * account the special fire modes players can have
2014 } 1721 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1723 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1725 wcmod = -1;
1726
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1728 }
2021 else if (op->contr->bowtype == bow_threewide) 1729 else if (op->contr->bowtype == bow_threewide)
2022 { 1730 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2093 1801
2094 if (item->arch) 1802 if (item->arch)
2095 { 1803 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
2098 item->speed = 0; 1806 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1807 }
1808
2101 if ((tmp = is_player_inv (item))) 1809 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1811 }
2104 } 1812 }
2105 else if (item->type == ROD || item->type == HORN) 1813 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1814 drain_rod_charge (item);
2108 }
2109 } 1815 }
2110} 1816}
2111 1817
2112/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
2113 */ 1819 */
2136 case range_misc: 1842 case range_misc:
2137 fire_misc_object (op, dir); 1843 fire_misc_object (op, dir);
2138 return; 1844 return;
2139 1845
2140 case range_golem: /* Control summoned monsters from scrolls */ 1846 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1848 {
2143 op->contr->ranges[range_golem] = NULL; 1849 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1850 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1851 }
2147 else 1852 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1853 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1854 return;
2150 1855
2153 { 1858 {
2154 if (op->type == PLAYER) 1859 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return; 1861 return;
2157 } 1862 }
1863
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1864 do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return; 1865 return;
2160 case range_builder: 1866 case range_builder:
2161 apply_map_builder (op, dir); 1867 apply_map_builder (op, dir);
2162 return; 1868 return;
2163 default: 1869 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return; 1871 return;
2166 } 1872 }
2167} 1873}
2168
2169
2170 1874
2171/* find_key 1875/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1876 * We try to find a key for the door as passed. If we find a key
2173 * and successfully use it, we return the key, otherwise NULL 1877 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1878 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1880 * pl is the player,
2177 * inv is the objects inventory to searched 1881 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1882 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1883 * This function can be called recursively to search containers.
2180 */ 1884 */
2181
2182object * 1885object *
2183find_key (object *pl, object *container, object *door) 1886find_key (object *pl, object *container, object *door)
2184{ 1887{
2185 object *tmp, *key; 1888 object *tmp, *key;
2186 1889
2187 /* Should not happen, but sanity checking is never bad */ 1890 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1891 if (!container->inv)
2189 return NULL; 1892 return 0;
2190 1893
2191 /* First, lets try to find a key in the top level inventory */ 1894 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1895 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1896 {
2194 if (door->type == DOOR && tmp->type == KEY) 1897 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1898 break;
2196 /* For sanity, we should really check door type, but other stuff 1899 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1900 * (like containers) can be locked with special keys
2198 */ 1901 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1902 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1903 break;
2201 } 1904 }
1905
2202 /* No key found - lets search inventories now */ 1906 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1907 /* If we find and use a key in an inventory, return at that time.
2204 * otherwise, if we search all the inventories and still don't find 1908 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1909 * a key, return
2206 */ 1910 */
2207 if (!tmp) 1911 if (!tmp)
2208 { 1912 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1913 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1914 {
2211 /* No reason to search empty containers */ 1915 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1916 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1917 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1918 if ((key = find_key (pl, tmp, door)))
2215 return key; 1919 return key;
2216 } 1920 }
2217 } 1921 }
1922
2218 if (!tmp) 1923 if (!tmp)
2219 return NULL; 1924 return NULL;
2220 } 1925 }
1926
2221 /* We get down here if we have found a key. Now if its in a container, 1927 /* We get down here if we have found a key. Now if its in a container,
2222 * see if we actually want to use it 1928 * see if we actually want to use it
2223 */ 1929 */
2224 if (pl != container) 1930 if (pl != container)
2225 { 1931 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2247 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1954 return NULL;
2249 } 1955 }
2250 } 1956 }
1957
2251 return tmp; 1958 return tmp;
2252} 1959}
2253 1960
2254/* moved door processing out of move_player_attack. 1961/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1962 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1964 * 0 otherwise
2258 */ 1965 */
2259static int 1966static int
2260player_attack_door (object *op, object *door) 1967player_attack_door (object *op, object *door)
2261{ 1968{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1969 /* If its a door, try to find a use a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1970 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1971 * otherwise, we fall through to the rest of the code.
2266 */ 1972 */
2267 object *key = find_key (op, op, door); 1973 object *key = find_key (op, op, door);
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275 if (action_makes_visible (op)) 1981 if (action_makes_visible (op))
2276 make_visible (op); 1982 make_visible (op);
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1984 spring_trap (door->inv, op);
1985
2279 if (door->type == DOOR) 1986 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2284 { 1989 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2286 remove_door2 (door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1992 }
1993
2288 /* Do this after we print the message */ 1994 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1995 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1996 /* Need to update the weight the container the key was in */
2291 if (container != op) 1997 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2293 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
2294 } 2001 }
2295 else if (door->type == LOCKED_DOOR) 2002 else if (door->type == LOCKED_DOOR)
2296 { 2003 {
2297 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2006 return 1;
2300 } 2007 }
2008
2301 return 0; 2009 return 0;
2302} 2010}
2303 2011
2304/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2309 */ 2017 */
2310
2311void 2018void
2312move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2313{ 2020{
2314 object *tmp, *mon; 2021 object *tmp, *mon;
2315 sint16 nx, ny; 2022 sint16 nx, ny;
2316 int on_battleground; 2023 int on_battleground;
2317 mapstruct *m; 2024 maptile *m;
2318 2025
2319 nx = freearr_x[dir] + op->x; 2026 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2027 ny = freearr_y[dir] + op->y;
2321 2028
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2323 2030
2324 /* If braced, or can't move to the square, and it is not out of the 2031 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2032 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2033 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2332 */ 2039 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2041 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2043 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2338 if (!m) 2045 if (!m)
2339 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2340 } 2047 }
2341 else 2048 else
2342 m = op->map; 2049 m = op->map;
2343 2050
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2345 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2347 return; 2052 return;
2348 }
2349 2053
2350 mon = NULL; 2054 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2058 * on the space
2355 */ 2059 */
2356 while (tmp != NULL) 2060 while (tmp)
2357 { 2061 {
2358 if (tmp == op) 2062 if (tmp == op)
2359 { 2063 {
2360 tmp = tmp->above; 2064 tmp = tmp->above;
2361 continue; 2065 continue;
2362 } 2066 }
2067
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2069 {
2365 mon = tmp; 2070 mon = tmp;
2366 break; 2071 break;
2367 } 2072 }
2073
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2075 mon = tmp;
2076
2370 tmp = tmp->above; 2077 tmp = tmp->above;
2371 } 2078 }
2372 2079
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2081 return; /* into a wall */
2375 2082
2376 if (mon->head != NULL) 2083 if (mon->head)
2377 mon = mon->head; 2084 mon = mon->head;
2378 2085
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2381 return; 2088 return;
2393 * player owns it and it is either friendly or unagressive. 2100 * player owns it and it is either friendly or unagressive.
2394 */ 2101 */
2395 if ((op->type == PLAYER) 2102 if ((op->type == PLAYER)
2396#if COZY_SERVER 2103#if COZY_SERVER
2397 && 2104 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2105 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2107#else
2401 && get_owner (mon) == op 2108 && mon->owner == op
2402#endif 2109#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2111 {
2405 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2113 if (op->contr->braced)
2407 return; 2114 return;
2115
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2117 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2119 make_visible (op);
2120
2412 return; 2121 return;
2413 } 2122 }
2414 2123
2415 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2127 * attack them either.
2419 */ 2128 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2132 (op->contr->peaceful
2424 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2425 && mon->contr-> 2134 && mon->contr->
2426 peaceful)) && 2135 peaceful)) &&
2427#else 2136#else
2428 op->contr->peaceful && 2137 op->contr->peaceful &&
2429#endif 2138#endif
2430 !on_battleground)) 2139 !on_battleground))
2431 { 2140 {
2432 if (!op->contr->braced) 2141 if (!op->contr->braced)
2433 { 2142 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2436 } 2145 }
2437 else 2146 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2148
2441 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2150 make_visible (op);
2443 } 2151 }
2444 2152
2445 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2456 * Way it works is like this: First, it must have some hit points 2164 * Way it works is like this: First, it must have some hit points
2457 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2458 * 1) Not a player, 2) A player, but of a different party. Note 2166 * 1) Not a player, 2) A player, but of a different party. Note
2459 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2168 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2463 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2171 {
2465 2172
2466 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2181
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2183 }
2477 2184
2478 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2479 2186
2480 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2190 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2193 {
2487 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2488 2195
2489 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2492 } 2199 }
2200
2493 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2494 make_visible (op); 2202 make_visible (op);
2495 } 2203 }
2496 } /* if player should attack something */ 2204 } /* if player should attack something */
2497} 2205}
2499int 2207int
2500move_player (object *op, int dir) 2208move_player (object *op, int dir)
2501{ 2209{
2502 int pick; 2210 int pick;
2503 2211
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2213 return 0;
2506 2214
2507 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2509 { 2217 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2219 return 0;
2512 } 2220 }
2513 2221
2514 /* peterm: added following line */ 2222 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2225
2518 op->facing = dir; 2226 op->facing = dir;
2519 2227
2520 if (op->hide) 2228 if (op->hide)
2521 do_hidden_move (op); 2229 do_hidden_move (op);
2532 2240
2533 /* Add special check for newcs players and fire on - this way, the 2241 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2242 * server can handle repeat firing.
2535 */ 2243 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2245 op->direction = dir;
2539 }
2540 else 2246 else
2541 {
2542 op->direction = 0; 2247 op->direction = 0;
2543 } 2248
2544 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2251 * for players.
2547 */ 2252 */
2548 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2298 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that 2299 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so 2300 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer. 2301 * put this in a a workaround to clean up the golem pointer.
2597 */ 2302 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2304 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2305
2605 /* call this here - we also will call this in do_ericserver, but 2306 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2308 * called, so we recheck it here.
2608 */ 2309 */
2609 HandleClient (&op->contr->socket, op->contr); 2310 if (op->contr->ns->handle_command ())
2311 return 1;
2312
2610 if (op->speed_left < 0) 2313 if (op->speed_left > 0)
2611 return 0; 2314 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2316 {
2615 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2318 op->speed_left--;
2617 2319
2618 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2321 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2621 */ 2323 */
2622 move_player (op, op->direction); 2324 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2325
2624 return 1; 2326 return op->speed_left > 0;
2625 else 2327 }
2626 return 0;
2627 } 2328 }
2329
2628 return 0; 2330 return 0;
2629} 2331}
2630 2332
2631int 2333int
2632save_life (object *op) 2334save_life (object *op)
2633{ 2335{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2337 return 0;
2638 2338
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2339 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2341 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2343 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2344
2644 if (op->contr) 2345 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2346 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2347
2647 free_object (tmp); 2348 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2349 CLEAR_FLAG (op, FLAG_LIFESAVE);
2350
2649 if (op->stats.hp < 0) 2351 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2353
2651 if (op->stats.food < 0) 2354 if (op->stats.food < 0)
2652 op->stats.food = 999; 2355 op->stats.food = 999;
2653 fix_player (op); 2356
2357 op->update_stats ();
2654 return 1; 2358 return 1;
2655 } 2359 }
2360
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2363 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2364 return 0;
2660} 2365}
2665 * from. 2370 * from.
2666 */ 2371 */
2667void 2372void
2668remove_unpaid_objects (object *op, object *env) 2373remove_unpaid_objects (object *op, object *env)
2669{ 2374{
2670 object *next;
2671
2672 while (op) 2375 while (op)
2673 { 2376 {
2674 next = op->below; /* Make sure we have a good value, in case 2377 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2378
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2379 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2380 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2381 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2382 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2383
2384 op->insert_at (env);
2685 } 2385 }
2686 else if (op->inv) 2386 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2387 remove_unpaid_objects (op->inv, env);
2388
2688 op = next; 2389 op = next;
2689 } 2390 }
2690} 2391}
2691
2692 2392
2693/* 2393/*
2694 * Returns pointer a static string containing gravestone text 2394 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2395 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2396 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2407 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2409 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2410 else
2711 sprintf (buf, "%s\n", &op->name); 2411 sprintf (buf, "%s\n", &op->name);
2412
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2414 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2415 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2416 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2417 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2418 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2419
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2421 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2422 if (op->type == PLAYER)
2721 { 2423 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2424 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2425 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2426 strcat (buf2, buf);
2725 } 2427 }
2428
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2429 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2431 strcat (buf2, buf);
2432
2729 return buf2; 2433 return buf2;
2730} 2434}
2731
2732
2733 2435
2734void 2436void
2735do_some_living (object *op) 2437do_some_living (object *op)
2736{ 2438{
2737 int last_food = op->stats.food; 2439 int last_food = op->stats.food;
2746 const int max_grace = 1; 2448 const int max_grace = 1;
2747 2449
2748 if (op->contr->outputs_sync) 2450 if (op->contr->outputs_sync)
2749 { 2451 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2452 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]); 2454 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2455 }
2754 2456
2755 if (op->contr->state == ST_PLAYING) 2457 if (op->contr->ns->state == ST_PLAYING)
2756 { 2458 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2459 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2460 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2461 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2462 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2463 else
2763 { 2464 {
2764 gen_hp = op->stats.maxhp; 2465 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2466 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2467 }
2468
2767 if (op->contr->gen_sp >= 0) 2469 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2470 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2471 else
2770 { 2472 {
2771 gen_sp = op->stats.maxsp; 2473 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2474 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2475 }
2476
2774 if (op->contr->gen_grace >= 0) 2477 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2478 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2479 else
2777 { 2480 {
2778 gen_grace = op->stats.maxgrace; 2481 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2497 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2498 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2499 op->stats.food = last_food;
2797 } 2500 }
2798 } 2501 }
2502
2799 if (max_sp > 1) 2503 if (max_sp > 1)
2800 { 2504 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2505 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2506 if (over_sp > 0)
2803 { 2507 {
2804 if (op->stats.sp < op->stats.maxsp) 2508 if (op->stats.sp < op->stats.maxsp)
2805 { 2509 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2510 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2511
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2512 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2513 op->stats.sp--;
2514
2809 if (op->stats.sp > op->stats.maxsp) 2515 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2516 op->stats.sp = op->stats.maxsp;
2811 } 2517 }
2812 op->last_sp = 0; 2518 op->last_sp = 0;
2813 } 2519 }
2814 else 2520 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2521 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2522 }
2819 else 2523 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2524 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2525 }
2824 2526
2825 /* Regenerate Grace */ 2527 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2528 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2529 if (--op->last_grace < 0)
2828 { 2530 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2531 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2532 op->stats.grace++; /* no penalty in food for regaining grace */
2533
2831 if (max_grace > 1) 2534 if (max_grace > 1)
2832 { 2535 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2536 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2537 if (over_grace > 0)
2835 { 2538 {
2863 op->stats.food += op->contr->digestion; 2566 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2567 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2568 op->stats.food = last_food;
2866 } 2569 }
2867 } 2570 }
2571
2868 if (max_hp > 1) 2572 if (max_hp > 1)
2869 { 2573 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2574 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2575 if (over_hp > 0)
2872 { 2576 {
2896 2600
2897 if (op->contr->gen_hp > 0) 2601 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2602 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2603 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2604 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2605
2901 /* dms do not consume food */ 2606 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2607 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2608 op->stats.food--;
2904 } 2609 }
2905 }
2906 2610
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2611 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2612 {
2909 object *tmp, *flesh = NULL; 2613 object *tmp, *flesh = 0;
2910 2614
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2615 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2616 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2617 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2618 {
2619 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2620 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2622 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2623 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2624 break;
2921 } 2625 }
2922 else if (tmp->type == FLESH) 2626 else if (tmp->type == FLESH)
2923 flesh = tmp; 2627 flesh = tmp;
2924 } /* End if paid for object */ 2628 } /* End if paid for object */
2925 } /* end of for loop */ 2629 } /* end of for loop */
2630
2926 /* If player is still starving, it means they don't have any food, so 2631 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2632 * eat flesh instead.
2928 */ 2633 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2634 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2635 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2637 manual_apply (op, flesh, 0);
2933 } 2638 }
2934 } /* end if player is starving */ 2639 }
2935 2640
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2641 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2642 op->stats.food++, op->stats.hp--;
2938 2643
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2644 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2645 kill_player (op);
2646 }
2941} 2647}
2942
2943
2944 2648
2945/* If the player should die (lack of hp, food, etc), we call this. 2649/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2650 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2651 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2652 * file.
2952{ 2656{
2953 char buf[MAX_BUF]; 2657 char buf[MAX_BUF];
2954 int x, y; 2658 int x, y;
2955 2659
2956 //int i; 2660 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2661 maptile *map; /* this is for resurrection */
2958 2662
2959 /* int z; 2663 /* int z;
2960 int num_stats_lose; 2664 int num_stats_lose;
2961 int lost_a_stat; 2665 int lost_a_stat;
2962 int lose_this_stat; 2666 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2684
2981 /* restore player */ 2685 /* restore player */
2982 at = archetype::find ("poisoning"); 2686 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2688 {
2986 remove_ob (tmp); 2689 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2690 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2691 }
2990 2692
2991 at = archetype::find ("confusion"); 2693 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2694 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2695 {
2995 remove_ob (tmp); 2696 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2697 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2698 }
2999 2699
3000 cure_disease (op, 0); /* remove any disease */ 2700 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2701 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2702 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2703 op->stats.food = 999;
3004 2704
3005 /* create a bodypart-trophy to make the winner happy */ 2705 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2706 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2707 {
3009 sprintf (buf, "%s's finger", &op->name); 2708 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2709 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2710 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2711 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2712 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2713 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2714 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2715 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2716 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2717 }
3020 2718
3021 /* teleport defeated player to new destination */ 2719 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2720 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2721 op->contr->braced = 0;
3028 2726
3029 command_kill_pets (op, 0); 2727 command_kill_pets (op, 0);
3030 2728
3031 if (op->stats.food < 0) 2729 if (op->stats.food < 0)
3032 { 2730 {
3033 if (op->contr->explore)
3034 {
3035 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3036 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3037 op->stats.food = 999;
3038 return;
3039 }
3040 sprintf (buf, "%s starved to death.", &op->name); 2731 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2732 strcpy (op->contr->killer, "starvation");
3042 } 2733 }
3043 else 2734 else
3044 {
3045 if (op->contr->explore)
3046 {
3047 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3048 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3049 op->stats.hp = op->stats.maxhp;
3050 return;
3051 }
3052 sprintf (buf, "%s died.", &op->name); 2735 sprintf (buf, "%s died.", &op->name);
3053 } 2736
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2737 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2738
3056 /* save the map location for corpse, gravestone */ 2739 /* save the map location for corpse, gravestone */
3057 x = op->x; 2740 x = op->x;
3058 y = op->y; 2741 y = op->y;
3059 map = op->map; 2742 map = op->map;
3060 2743
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2744 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2745 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2746 * See the config.h file for a little more in depth detail about this.
3067 */ 2747 */
3068 2748
3069 /* Basically two ways to go - remove a stat permanently, or just 2749 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2750 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2751 * of death.
3072 */ 2752 */
3073#ifndef COZY_SERVER 2753#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2754 if (settings.balanced_stat_loss)
3075 { 2755 {
3076 /* If stat loss is permanent, lose one stat only. */ 2756 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2757 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2758 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2759 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2760 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2761 little bit harder. */
3082 /* GD */ 2762 /* GD */
3083 if (settings.stat_loss_on_death) 2763 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2764 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2765 else
3089 { 2766 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2767 }
2768 else
3090 num_stats_lose = 1; 2769 num_stats_lose = 1;
3091 } 2770
3092 lost_a_stat = 0; 2771 lost_a_stat = 0;
3093 2772
3094 for (z = 0; z < num_stats_lose; z++) 2773 for (z = 0; z < num_stats_lose; z++)
3095 { 2774 {
3096 i = RANDOM () % NUM_STATS; 2775 i = RANDOM () % NUM_STATS;
3097 2776
3098 if (settings.stat_loss_on_death) 2777 if (settings.stat_loss_on_death)
3099 { 2778 {
3100 /* Pick a random stat and take a point off it. Tell the player 2779 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2780 * what he lost.
3102 */ 2781 */
3103 change_attr_value (&(op->stats), i, -1); 2782 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2783 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2784 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2785 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2787 lost_a_stat = 1;
2788 }
2789 else
2790 {
2791 /* deplete a stat */
2792 archetype *deparch = archetype::find ("depletion");
2793 object *dep;
2794
2795 dep = present_arch_in_ob (deparch, op);
2796 if (!dep)
2797 {
2798 dep = arch_to_object (deparch);
2799 insert_ob_in_ob (dep, op);
3109 } 2800 }
3110 else 2801 lose_this_stat = 1;
2802 if (settings.balanced_stat_loss)
3111 { 2803 {
3112 /* deplete a stat */ 2804 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2805 /* Get the stat that we're about to deplete. */
3114 object *dep; 2806 this_stat = get_attr_value (&(dep->stats), i);
3115 2807 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2808 {
3119 dep = arch_to_object (deparch); 2809 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2810 int keep_chance = this_stat * this_stat;
3121 } 2811
3122 lose_this_stat = 1; 2812 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2813 if (keep_chance < 1)
2814 keep_chance = 1;
2815
2816 /* There is a maximum depletion total per level. */
2817 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2818 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2819 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2820 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2821 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2822 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2823 else
3164 if (this_stat >= -50)
3165 { 2824 {
3166 change_attr_value (&(dep->stats), i, -1); 2825 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2826 lose_this_stat = 0;
2827 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2828 this_stat, keep_chance, loss_chance,
2829 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2830 }
3172 } 2831 }
3173 } 2832 }
2833
2834 if (lose_this_stat)
2835 {
2836 this_stat = get_attr_value (&(dep->stats), i);
2837 /* We could try to do something clever like find another
2838 * stat to reduce if this fails. But chances are, if
2839 * stats have been depleted to -50, all are pretty low
2840 * and should be roughly the same, so it shouldn't make a
2841 * difference.
2842 */
2843 if (this_stat >= -50)
2844 {
2845 change_attr_value (&(dep->stats), i, -1);
2846 SET_FLAG (dep, FLAG_APPLIED);
2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2848 op->update_stats ();
2849 lost_a_stat = 1;
2850 }
3174 } 2851 }
2852 }
2853 }
3175 /* If no stat lost, tell the player. */ 2854 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2855 if (!lost_a_stat)
3177 { 2856 {
3178 /* determine_god() seems to not work sometimes... why is this? 2857 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2858 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2859 const char *god = determine_god (op);
3181 2860
3182 if (god && (strcmp (god, "none"))) 2861 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2862 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2863 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2864 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2865 }
2866#else
2867 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2868#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2869
3190 /* Put a gravestone up where the character 'almost' died. List the 2870 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2871 * exp loss on the stone.
3192 */ 2872 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2873 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2874 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2875 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2876 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2877 tmp->name_pl = buf;
3198 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); 2878 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);
3199 tmp->msg = buf; 2879 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2880 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2881 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2882
3203 /**************************************/ 2883 /**************************************/
3204 /* */ 2884 /* */
3205 /* Subtract the experience points, */ 2885 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2886 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2887 /* food, and reset HP's... */
3208 /* */ 2888 /* */
3209
3210 /**************************************/ 2889 /**************************************/
3211 2890
3212 /* remove any poisoning and confusion the character may be suffering. */ 2891 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2892 /* restore player */
3214 at = archetype::find ("poisoning"); 2893 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
2895
3216 if (tmp) 2896 if (tmp)
3217 { 2897 {
3218 remove_ob (tmp); 2898 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2900 }
3222 2901
3223 at = archetype::find ("confusion"); 2902 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2903 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2904 if (tmp)
3226 { 2905 {
3227 remove_ob (tmp); 2906 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2907 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2908 }
2909
3231 cure_disease (op, 0); /* remove any disease */ 2910 cure_disease (op, 0); /* remove any disease */
3232 2911
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2912 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2913 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2914 if (op->stats.food < 100)
3236 op->stats.food = 900; 2915 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2916 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2919
3241 /* 2920 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2921 * Check to see if the player is in a shop. IF so, then check to see if
3243 * the player has any unpaid items. If so, remove them and put them back 2922 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2923 * in the map.
3245 */ 2924 */
3246 2925
3247 if (is_in_shop (op)) 2926 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2927 remove_unpaid_objects (op->inv, op);
3249 2928
3250 /****************************************/ 2929 /****************************************/
3251 /* */ 2930 /* */
3252 /* Move player to his current respawn- */ 2931 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2932 /* position (usually last savebed) */
3254 /* */ 2933 /* */
3255
3256 /****************************************/ 2934 /****************************************/
3257 2935
3258 enter_player_savebed (op); 2936 enter_player_savebed (op);
3259 2937
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2938 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2939
3266 /* it is possible that the player has blown something up 2940 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2941 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2942 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2943 * on the space that might harm the player.
3270 */ 2944 */
3271 will_kill_again = 0; 2945 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2946 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2947 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2948 will_kill_again |= tmp->attacktype;
3276 } 2949
3277 if (will_kill_again) 2950 if (will_kill_again)
3278 { 2951 {
3279 object *force; 2952 object *force;
3280 int at; 2953 int at;
3281 2954
3282 force = get_archetype (FORCE_NAME); 2955 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2956 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2957 force->speed = 0.1;
3285 force->speed_left = -5.0; 2958 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2959 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2960 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2961 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2962 force->resist[at] = 100;
3291 } 2963
3292 insert_ob_in_ob (force, op); 2964 insert_ob_in_ob (force, op);
3293 fix_player (op); 2965 op->update_stats ();
3294 2966
3295 } 2967 }
3296 2968
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2969 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 2970}
3366
3367 2971
3368void 2972void
3369loot_object (object *op) 2973loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2974{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2975 object *tmp, *tmp2, *next;
3372 2976
3373 if (op->container) 2977 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2978
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3379 { 2980 {
3380 next = tmp->below; 2981 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3382 continue; 2984 continue;
3383 remove_ob (tmp); 2985
2986 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
2988
3385 if (tmp->type == CONTAINER) 2989 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2990 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2991
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2993 {
3391 if (tmp->nrof > 1) 2994 if (tmp->nrof > 1)
3392 { 2995 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2997 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2999 }
3397 else 3000 else
3398 free_object (tmp); 3001 tmp->destroy ();
3399 } 3002 }
3400 else 3003 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3005 }
3403} 3006}
3405/* 3008/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 3011 * was changed.
3409 */ 3012 */
3410
3411void 3013void
3412fix_weight (void) 3014fix_weight (void)
3413{ 3015{
3414 player *pl; 3016 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3017 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3018 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3019
3420 if (old == sum) 3020 if (old == sum)
3421 continue; 3021 continue;
3422 fix_player (pl->ob); 3022 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3023 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3024 }
3425} 3025}
3426 3026
3427void 3027void
3428fix_luck (void) 3028fix_luck (void)
3429{ 3029{
3430 player *pl; 3030 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3031 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3032 pl->ob->change_luck (0);
3435} 3033}
3436
3437 3034
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3035/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3036 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3037 * just treat this as any other spell casting object.
3441 */ 3038 */
3442
3443void 3039void
3444cast_dust (object *op, object *throw_ob, int dir) 3040cast_dust (object *op, object *throw_ob, int dir)
3445{ 3041{
3446 object *skop, *spob; 3042 object *skop, *spob;
3447 3043
3468 if (op->type == PLAYER) 3064 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3065 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3066
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3067 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3068
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3069 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3070}
3477 3071
3478void 3072void
3479make_visible (object *op) 3073make_visible (object *op)
3480{ 3074{
3494 object *tmp = NULL; 3088 object *tmp = NULL;
3495 3089
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3090 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3091 return 1;
3498 3092
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3093 return 0;
3505} 3094}
3506 3095
3507/* look at the surrounding terrain to determine 3096/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3097 * the hideability of this object. Positive levels
3564 3153
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3154 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3155
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3156 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3157 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3158 if (!skop || num >= skop->level)
3571 { 3159 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3160 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3161 make_visible (op);
3574 return; 3162 return;
3575 } 3163 }
3576 else 3164 else
3577 num += 20; 3165 num += 20;
3578 } 3166
3579 num += op->map->difficulty; 3167 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3168 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3169 num -= hide;
3170
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3171 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3172 {
3584 make_visible (op); 3173 make_visible (op);
3585 if (op->type == PLAYER) 3174 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3175 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3176 }
3588 else if (op->type == PLAYER && skop) 3177 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3178 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3179}
3593 3180
3594/* determine if who is standing near a hostile creature. */ 3181/* determine if who is standing near a hostile creature. */
3595 3182
3596int 3183int
3597stand_near_hostile (object *who) 3184stand_near_hostile (object *who)
3598{ 3185{
3599 object *tmp = NULL; 3186 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3187 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3188 maptile *m;
3602 sint16 x, y; 3189 sint16 x, y;
3603 3190
3604 if (!who) 3191 if (!who)
3605 return 0; 3192 return 0;
3606 3193
3623 if (mflags & P_OUT_OF_MAP) 3210 if (mflags & P_OUT_OF_MAP)
3624 continue; 3211 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3212 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3213 continue;
3627 3214
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3215 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3216 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3217 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3218 return 1;
3632 else if (tmp->type == PLAYER) 3219 else if (tmp->type == PLAYER)
3633 { 3220 {
3663 if (pl->type != PLAYER) 3250 if (pl->type != PLAYER)
3664 { 3251 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3252 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3253 return -1;
3667 } 3254 }
3255
3668 if (!pl || !op) 3256 if (!pl || !op)
3669 return 0; 3257 return 0;
3670 3258
3671 if (op->head)
3672 {
3673 op = op->head; 3259 op = op->head_ ();
3674 } 3260
3675 get_rangevector (pl, op, &rv, 0x1); 3261 get_rangevector (pl, op, &rv, 0x1);
3676 3262
3677 /* starting with the 'head' part, lets loop 3263 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3264 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3265 * part that is in the los array but isnt on
3687 3273
3688 /* only the viewable area the player sees is updated by LOS 3274 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3275 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3276 * for any meaningful values.
3691 */ 3277 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3278 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3279 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3280 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3281 return 1;
3696 op = op->more; 3282 op = op->more;
3697 } 3283 }
3698 return 0; 3284 return 0;
3699} 3285}
3809 if (trlist == NULL || who->type != PLAYER) 3395 if (trlist == NULL || who->type != PLAYER)
3810 return; 3396 return;
3811 3397
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3399
3814 if (tr == NULL || tr->item == NULL) 3400 if (!tr || !tr->item)
3815 { 3401 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3402 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3403 return;
3818 } 3404 }
3819 3405
3885 { 3471 {
3886 /* forces in the treasurelist can alter the player's stats */ 3472 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3473 object *skin;
3888 3474
3889 /* first get the dragon skin force */ 3475 /* first get the dragon skin force */
3476 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3477 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3478 ;
3479
3891 if (skin == NULL) 3480 if (!skin)
3892 return; 3481 return;
3893 3482
3894 /* adding new spellpath attunements */ 3483 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3484 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3485 {
3941 * not readied. 3530 * not readied.
3942 */ 3531 */
3943void 3532void
3944player_unready_range_ob (player *pl, object *ob) 3533player_unready_range_ob (player *pl, object *ob)
3945{ 3534{
3946 rangetype i;
3947
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949 {
3950 if (pl->ranges[i] == ob) 3536 if (pl->ranges[i] == ob)
3951 { 3537 {
3952 pl->ranges[i] = NULL; 3538 pl->ranges[i] = 0;
3953 if (pl->shoottype == i) 3539 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none; 3540 pl->shoottype = range_none;
3956 }
3957 } 3541 }
3958 }
3959} 3542}
3543
3544sint8
3545player::visibility_at (maptile *map, int x, int y) const
3546{
3547 if (!ns)
3548 return 0;
3549
3550 int dx, dy;
3551 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3552 return 0;
3553
3554 x += dx - ns->current_x + ns->mapx / 2;
3555 y += dy - ns->current_y + ns->mapy / 2;
3556
3557 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3558 return 0;
3559
3560 return 100 - blocked_los [x][y];
3561}

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