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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 1.110 by root, Mon Apr 16 06:23:43 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))
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", (char *)"%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 }
177 size += strlen (buf); 144 size += strlen (buf);
178 } 145 }
179 } 146 }
180 147
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", (char *)"%s\n%s", subject, news);
183 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
184}
185
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} 151}
310 152
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 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300}
301
302// the need for this function can be explained
303// by load_object not returning the object
304void
305player::set_object (object *op)
306{
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313}
314
315player::player ()
316{
317 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point.
319 */
320 outputs_sync = 6; /* Every 2 seconds */
321 outputs_count = 10; /* Keeps present behaviour */
322 unapply = unapply_nochoice;
323
324 savebed_map = first_map_path; /* Init. respawn position */
325
326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334}
335
336void
337player::do_destroy ()
338{
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
348}
349
350player::~player ()
351{
352 /* Clear item stack */
353 free (stack_items);
354}
355
321/* Tries to add player on the connection passwd in ns. 356/* 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 357 * All we can really get in this is some settings like host and display
323 * mode. 358 * mode.
324 */ 359 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 360player *
361player::create ()
362{
363 player *pl = new player;
330 364
331 p = get_player (NULL); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 366
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 367 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 368 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 369 pl->ob->run_away = 25; /* Then we panick... */
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 370
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); 371 set_first_map (pl->ob);
343 372
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; 373 return pl;
351} 374}
352 375
353/* 376/*
354 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
364 { 387 {
365 if (at == NULL || at->next == NULL) 388 if (at == NULL || at->next == NULL)
366 at = first_archetype; 389 at = first_archetype;
367 else 390 else
368 at = at->next; 391 at = at->next;
392
369 if (at->clone.type == PLAYER) 393 if (at->clone.type == PLAYER)
370 return at; 394 return at;
395
371 if (at == start) 396 if (at == start)
372 { 397 {
373 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 399 exit (-1);
375 } 400 }
376 } 401 }
377} 402}
378 403
379
380object * 404object *
381get_nearest_player (object *mon) 405get_nearest_player (object *mon)
382{ 406{
383 object *op = NULL; 407 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 408 objectlink *ol;
386 unsigned lastdist; 409 unsigned lastdist;
387 rv_vector rv; 410 rv_vector rv;
388 411
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 413 {
391 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 421 object *tmp = ol->ob;
399 422
400 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 424 * itself will have been cleared.
402 */ 425 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
404 ol = ol->next; 428 ol = ol->next;
405 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
406 if (!ol) 430 if (!ol)
407 return op; 431 return op;
408 } 432 }
421 { 445 {
422 op = ol->ob; 446 op = ol->ob;
423 lastdist = rv.distance; 447 lastdist = rv.distance;
424 } 448 }
425 } 449 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 450
427 { 451 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
432 { 454 {
433 op = pl->ob; 455 op = pl->ob;
434 lastdist = rv.distance; 456 lastdist = rv.distance;
435 } 457 }
436 } 458
437 }
438#if 0 459#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 461#endif
441 return op; 462 return op;
442} 463}
460 * circling behaviour. Unfortunately, this function is also used to determined 481 * 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 482 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 483 * is probably not a good thing.
463 */ 484 */
464#define MAX_SPACES 50 485#define MAX_SPACES 50
465
466 486
467/* 487/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * 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 489 * 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 490 * 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) 509path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 510{
491 rv_vector rv; 511 rv_vector rv;
492 sint16 x, y; 512 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 514 maptile *m, *lastmap;
495 515
496 get_rangevector (mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
497 517
498 if (rv.distance < mindiff) 518 if (rv.distance < mindiff)
499 return 0; 519 return 0;
501 x = mon->x; 521 x = mon->x;
502 y = mon->y; 522 y = mon->y;
503 m = mon->map; 523 m = mon->map;
504 dir = rv.direction; 524 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 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); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
507 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 529 if (diff > max)
509 return 0; 530 return 0;
531
510 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
511 { 533 {
512 lastx = x; 534 lastx = x;
513 lasty = y; 535 lasty = y;
514 lastmap = m; 536 lastmap = m;
596 max--; 618 max--;
597 lastdir = dir; 619 lastdir = dir;
598 if (!firstdir) 620 if (!firstdir)
599 firstdir = dir; 621 firstdir = dir;
600 } 622 }
623
601 if (diff <= 1) 624 if (diff <= 1)
602 { 625 {
603 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 627 * headed toward player for entire distance.
605 */ 628 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 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); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 631 }
632
609 if (diff > max) 633 if (diff > max)
610 return 0; 634 return 0;
611 } 635 }
636
612 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
613 if (!max) 638 if (!max)
614 return 0; 639 return 0;
615 640
616 return firstdir; 641 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 672 {
648 remove_ob (op); 673 op->destroy ();
649 free_object (op);
650 continue; 674 continue;
651 } 675 }
652 } 676 }
653 677
654 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
666 break; 690 break;
667 691
668 if (tmp) 692 if (tmp)
669 { 693 {
670 remove_ob (op); 694 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 696 continue;
674 } 697 }
698
675 if (op->nrof > 1) 699 if (op->nrof > 1)
676 op->nrof = 1; 700 op->nrof = 1;
677 } 701 }
678 702
679 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 717 }
694 if (op->type == SPELL) 718 if (op->type == SPELL)
695 { 719 {
696 remove_ob (op); 720 op->destroy ();
697 free_object (op);
698 continue; 721 continue;
699 } 722 }
700 else if (op->type == SKILL) 723 else if (op->type == SKILL)
701 { 724 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
712 link_player_skills (pl); 735 link_player_skills (pl);
713} 736}
714 737
715void 738void
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) 739get_party_password (object *op, partylist *party)
800{ 740{
801 if (party == NULL) 741 if (party == NULL)
802 { 742 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 744 return;
805 } 745 }
746
806 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 751}
811
812 752
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 754static int
815roll_stat (void) 755roll_stat (void)
816{ 756{
817 int a[4], i, j, k; 757 int a[4], i, j, k;
818 758
819 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
821 761
822 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 763 if (a[i] < k)
824 k = a[i], j = i; 764 k = a[i], j = i;
825 765
826 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 767 if (i != j)
829 k += a[i]; 768 k += a[i];
830 } 769
831 return k; 770 return k;
832} 771}
833 772
834void 773void
835roll_stats (object *op) 774object::roll_stats ()
836{ 775{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 776 int statsort [7];
840 777
841 do 778 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 } 779 {
852 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
853 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
854 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 789 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;
862 790
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]; 791 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
887 798
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; 799 stats.exp = 0;
899 op->stats.ac = 0; 800 stats.ac = 0;
900 801
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; 802 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
909 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
910} 814}
911 815
912void 816void
913Roll_Again (object *op) 817object::swap_stats (int a, int b)
914{ 818{
915 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 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)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 822
920void 823 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
922{ 855{
923 signed char tmp;
924 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
925 857
926 if (op->contr->Swap_First == -1) 858 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); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 860 //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); 861 //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} 862}
1041 863
1042/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1046 * not the class. 868 * not the class.
1047 */ 869 */
1048
1049int 870int
1050key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1051{ 872{
1052 int tmp_loop; 873 int tmp_loop;
1053 874
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') 875 if (key == 'd' || key == 'D')
1061 { 876 {
1062 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1063 878
1064 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
1067 885
1068 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1070 888
1071 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1072 890
1073 if (op->msg) 891 if (op->msg)
1074 op->msg = NULL; 892 op->msg = NULL;
1075 893
1076 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1077 * to save here. 895 * to save here.
1078 */ 896 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf); 898 make_path_to_file (buf);
1081 899
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 900 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 903 link_player_skills (op);
1089 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1090 fix_player (op); 905 op->update_stats ();
1091 906
1092 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1093 * is one for this race 908 * is one for this race
1094 */ 909 */
1095 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1096 { 911 {
1097 object *tmp; 912 object *tmp;
1098 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1099 914
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 916 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1107 * default initial map */ 922 * default initial map */
1108 free_object (tmp); 923 tmp->destroy ();
1109 } 924 }
1110 else 925 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 927
1114 return 0; 928 return 0;
1115 } 929 }
1116 930
1117 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1122 while (!tmp_loop) 936 while (!tmp_loop)
1123 { 937 {
1124 shstr name = op->name; 938 shstr name = op->name;
1125 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1126 940
1127 remove_statbonus (op); 941 op->remove_statbonus ();
1128 remove_ob (op); 942 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1131 op->instantiate (); 945 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1134 op->x = x; 948 op->x = x;
1135 op->y = y; 949 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 953 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1141 } 955 }
1142 956
1143 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 959 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 962 op->stats.grace = 0;
1149 963
1150 if (op->msg) 964 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 966
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 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; 968 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} 969}
1205 970
1206void 971void
1207flee_player (object *op) 972flee_player (object *op)
1208{ 973{
1238 { 1003 {
1239 op->enemy = NULL; 1004 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1006 return;
1242 } 1007 }
1008
1243 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1244 1010
1245 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1247 { 1013 {
1248 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1249 1015
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1017 return;
1253 }
1254 } 1018 }
1019
1255 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1022 op->enemy = NULL;
1258} 1023}
1259 1024
1264 */ 1029 */
1265int 1030int
1266check_pick (object *op) 1031check_pick (object *op)
1267{ 1032{
1268 object *tmp, *next; 1033 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1034 int stop = 0;
1271 int j, k, wvratio; 1035 int wvratio;
1272 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1273
1274 1037
1275 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1277 return 1; 1040 return 1;
1278 1041
1279 op_tag = op->count;
1280
1281 next = op->below; 1042 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1043
1285 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1045 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1288 { 1047 {
1289 tmp = next; 1048 tmp = next;
1290 next = tmp->below; 1049 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1050
1294 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1295 return 0; 1052 return 0;
1296 1053
1297 if (!can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1298 continue; 1055 continue;
1299 1056
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1112 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 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 } 1117 }
1118
1389 /* philosophy: 1119 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1120 * 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 1121 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1124 * example.
1395 * The drawback: right now it has no frontend, so you need to 1125 * 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 1126 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1161 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1162 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1163 if (tmp->type == FOOD)
1434 { 1164 {
1435 pick_up (op, tmp); 1165 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1166 continue;
1439 } 1167 }
1168
1440 if (op->contr->mode & PU_DRINK) 1169 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1171 {
1443 pick_up (op, tmp); 1172 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1173 continue;
1447 } 1174 }
1448 1175
1449 if (op->contr->mode & PU_POTION) 1176 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1177 if (tmp->type == POTION)
1451 { 1178 {
1452 pick_up (op, tmp); 1179 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1180 continue;
1456 } 1181 }
1457 1182
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1183 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1184 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1185 if (tmp->type == SPELLBOOK)
1461 { 1186 {
1462 pick_up (op, tmp); 1187 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1188 continue;
1466 } 1189 }
1190
1467 if (op->contr->mode & PU_SKILLSCROLL) 1191 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1192 if (tmp->type == SKILLSCROLL)
1469 { 1193 {
1470 pick_up (op, tmp); 1194 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1195 continue;
1474 } 1196 }
1197
1475 if (op->contr->mode & PU_READABLES) 1198 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1200 {
1478 pick_up (op, tmp); 1201 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1202 continue;
1482 } 1203 }
1483 1204
1484 /* wands/staves/rods/horns */ 1205 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1208 {
1488 pick_up (op, tmp); 1209 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1210 continue;
1492 } 1211 }
1493 1212
1494 /* pick up all magical items */ 1213 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1214 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1216 {
1498 pick_up (op, tmp); 1217 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1218 continue;
1502 } 1219 }
1503 1220
1504 if (op->contr->mode & PU_VALUABLES) 1221 if (op->contr->mode & PU_VALUABLES)
1505 { 1222 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1223 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1224 {
1508 pick_up (op, tmp); 1225 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1226 continue;
1512 } 1227 }
1513 } 1228 }
1514 1229
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1230 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1231 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1232 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1233 {
1519 pick_up (op, tmp); 1234 pick_up (op, tmp);
1235 continue;
1520 if (0) 1236 }
1521 fprintf (stderr, "JEWELS\n"); 1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1522 continue; 1243 continue;
1523 } 1244 }
1524 1245
1525 /* bows and arrows. Bows are good for selling! */ 1246 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1247 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1248 if (tmp->type == BOW)
1528 { 1249 {
1529 pick_up (op, tmp); 1250 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1251 continue;
1533 } 1252 }
1253
1534 if (op->contr->mode & PU_ARROW) 1254 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1255 if (tmp->type == ARROW)
1536 { 1256 {
1537 pick_up (op, tmp); 1257 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1258 continue;
1541 } 1259 }
1542 1260
1543 /* all kinds of armor etc. */ 1261 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1262 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1263 if (tmp->type == ARMOUR)
1546 { 1264 {
1547 pick_up (op, tmp); 1265 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1266 continue;
1551 } 1267 }
1268
1552 if (op->contr->mode & PU_HELMET) 1269 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1270 if (tmp->type == HELMET)
1554 { 1271 {
1555 pick_up (op, tmp); 1272 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1273 continue;
1559 } 1274 }
1275
1560 if (op->contr->mode & PU_SHIELD) 1276 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1277 if (tmp->type == SHIELD)
1562 { 1278 {
1563 pick_up (op, tmp); 1279 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1280 continue;
1567 } 1281 }
1282
1568 if (op->contr->mode & PU_BOOTS) 1283 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1284 if (tmp->type == BOOTS)
1570 { 1285 {
1571 pick_up (op, tmp); 1286 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1287 continue;
1575 } 1288 }
1289
1576 if (op->contr->mode & PU_GLOVES) 1290 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1291 if (tmp->type == GLOVES)
1578 { 1292 {
1579 pick_up (op, tmp); 1293 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1294 continue;
1583 } 1295 }
1296
1584 if (op->contr->mode & PU_CLOAK) 1297 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1298 if (tmp->type == CLOAK)
1586 { 1299 {
1587 pick_up (op, tmp); 1300 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1301 continue;
1591 } 1302 }
1592 1303
1593 /* hoping to catch throwing daggers here */ 1304 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1305 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1307 {
1597 pick_up (op, tmp); 1308 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1309 continue;
1601 } 1310 }
1602 1311
1603 /* careful: chairs and tables are weapons! */ 1312 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1313 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1316 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1319 {
1611 pick_up (op, tmp); 1320 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1321 continue;
1615 } 1322 }
1616 } 1323 }
1324
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1325 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1326 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1328 {
1621 pick_up (op, tmp); 1329 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1330 continue;
1625 } 1331 }
1626 } 1332 }
1627 } 1333 }
1628 1334
1629 /* misc stuff that's useful */ 1335 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1336 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1338 {
1633 pick_up (op, tmp); 1339 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1340 continue;
1637 } 1341 }
1638 1342
1639 /* any of the last 4 bits set means we use the ratio for value 1343 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1344 * pickups */
1662 continue; 1366 continue;
1663 } 1367 }
1664 } 1368 }
1665 } /* the new pickup model */ 1369 } /* the new pickup model */
1666 } 1370 }
1371
1667 return !stop; 1372 return !stop;
1668} 1373}
1669 1374
1670/* 1375/*
1671 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1673 * found object is returned. 1378 * found object is returned.
1674 */ 1379 */
1675object * 1380object *
1676find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1677{ 1382{
1678 object *tmp = NULL; 1383 object *tmp = 0;
1679 1384
1680 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1684 return op; 1389 return op;
1390
1685 return tmp; 1391 return tmp;
1686} 1392}
1687 1393
1688/* 1394/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1399 */
1694
1695object * 1400object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1402{
1698 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1770 1475
1771object * 1476object *
1772pick_arrow_target (object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1773{ 1478{
1774 object *tmp = NULL; 1479 object *tmp = NULL;
1775 mapstruct *m; 1480 maptile *m;
1776 int i, mflags, found, number; 1481 int i, mflags, found, number;
1777 sint16 x, y; 1482 sint16 x, y;
1778 1483
1779 if (op->map == NULL) 1484 if (op->map == NULL)
1780 return find_arrow (op, type); 1485 return find_arrow (op, type);
1840 */ 1545 */
1841int 1546int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1548{
1844 object *left, *bow; 1549 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1550 int bowspeed, mflags;
1847 mapstruct *m; 1551 maptile *m;
1848 1552
1849 if (!dir) 1553 if (!dir)
1850 { 1554 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1556 return 0;
1853 } 1557 }
1558
1854 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1856 else 1561 else
1857 { 1562 {
1858 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1866 { 1571 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1573 return 0;
1869 } 1574 }
1870 } 1575 }
1576
1871 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1872 { 1578 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1580 return 0;
1875 } 1581 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1584
1879 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1882 if (bowspeed < 1) 1589 if (bowspeed < 1)
1883 bowspeed = 1; 1590 bowspeed = 1;
1884 1591
1885 if (arrow == NULL) 1592 if (arrow == NULL)
1886 { 1593 {
1892 else 1599 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1601 return 0;
1895 } 1602 }
1896 } 1603 }
1604
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1607 return 0;
1901 } 1608
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1610 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1612 return 0;
1906 } 1613 }
1907 1614
1908 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1616 if (arrow->nrof == 0)
1910 { 1617 {
1911 remove_ob (arrow); 1618 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1619 return 0;
1914 } 1620 }
1915 1621
1916 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1624 if (!arrow)
1920 { 1625 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1627 return 0;
1923 } 1628 }
1924 set_owner (arrow, op); 1629
1630 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1632 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1633
1931 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1932 { 1635 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1637 op->update_stats ();
1935 } 1638 }
1936 1639
1937 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1943 1646
1944 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1946 */ 1649 */
1947 1650
1949 1652
1950 /* update the speed */ 1653 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 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; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1656
1954 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1958 1659
1959 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1960 { 1661 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1667 }
1967 else 1668 else
1968 { 1669 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1671 arrow->level = op->level;
1972 } 1672 }
1673
1973 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1975 if (bow->slaying != NULL) 1677 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1977 1679
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1682
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1685
1986 if (!was_destroyed (arrow, tag)) 1686 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1687 move_arrow (arrow);
1988 1688
1989 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1990 { 1690 {
1991 if (was_destroyed (left, left_tag)) 1691 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1993 else 1693 else
1994 esrv_send_item (op, left); 1694 esrv_send_item (op, left);
1995 } 1695 }
1696
1996 return 1; 1697 return 1;
1997} 1698}
1998 1699
1999/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1701 * account the special fire modes players can have
2014 } 1715 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1717 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1719 wcmod = -1;
1720
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1722 }
2021 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
2022 { 1724 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2093 1795
2094 if (item->arch) 1796 if (item->arch)
2095 { 1797 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2098 item->speed = 0; 1800 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1801 }
1802
2101 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1805 }
2104 } 1806 }
2105 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1808 drain_rod_charge (item);
2108 }
2109 } 1809 }
2110} 1810}
2111 1811
2112/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2113 */ 1813 */
2136 case range_misc: 1836 case range_misc:
2137 fire_misc_object (op, dir); 1837 fire_misc_object (op, dir);
2138 return; 1838 return;
2139 1839
2140 case range_golem: /* Control summoned monsters from scrolls */ 1840 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) 1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1842 {
2143 op->contr->ranges[range_golem] = NULL; 1843 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1844 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1845 }
2147 else 1846 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1847 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1848 return;
2150 1849
2153 { 1852 {
2154 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return; 1855 return;
2157 } 1856 }
1857
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return; 1859 return;
2160 case range_builder: 1860 case range_builder:
2161 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2162 return; 1862 return;
2163 default: 1863 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return; 1865 return;
2166 } 1866 }
2167} 1867}
2168
2169
2170 1868
2171/* find_key 1869/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1870 * 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 1871 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1874 * pl is the player,
2177 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2180 */ 1878 */
2181
2182object * 1879object *
2183find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2184{ 1881{
2185 object *tmp, *key; 1882 object *tmp, *key;
2186 1883
2187 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1885 if (!container->inv)
2189 return NULL; 1886 return 0;
2190 1887
2191 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1890 {
2194 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1892 break;
2196 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2198 */ 1895 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1897 break;
2201 } 1898 }
1899
2202 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1901 /* 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 1902 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1903 * a key, return
2206 */ 1904 */
2207 if (!tmp) 1905 if (!tmp)
2208 { 1906 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1908 {
2211 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1911 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2215 return key; 1913 return key;
2216 } 1914 }
2217 } 1915 }
1916
2218 if (!tmp) 1917 if (!tmp)
2219 return NULL; 1918 return NULL;
2220 } 1919 }
1920
2221 /* We get down here if we have found a key. Now if its in a container, 1921 /* 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 1922 * see if we actually want to use it
2223 */ 1923 */
2224 if (pl != container) 1924 if (pl != container)
2225 { 1925 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 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)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1948 return NULL;
2249 } 1949 }
2250 } 1950 }
1951
2251 return tmp; 1952 return tmp;
2252} 1953}
2253 1954
2254/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1958 * 0 otherwise
2258 */ 1959 */
2259static int 1960static int
2260player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2261{ 1962{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* 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 - 1964 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2266 */ 1966 */
2267 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2276 make_visible (op); 1976 make_visible (op);
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2279 if (door->type == DOOR) 1980 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2284 { 1983 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 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 ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1986 }
1987
2288 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2291 if (container != op) 1991 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2293 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2294 } 1995 }
2295 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2296 { 1997 {
2297 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2000 return 1;
2300 } 2001 }
2002
2301 return 0; 2003 return 0;
2302} 2004}
2303 2005
2304/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2309 */ 2011 */
2310
2311void 2012void
2312move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2313{ 2014{
2314 object *tmp, *mon; 2015 object *tmp, *mon;
2315 sint16 nx, ny; 2016 sint16 nx, ny;
2316 int on_battleground; 2017 int on_battleground;
2317 mapstruct *m; 2018 maptile *m;
2318 2019
2319 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2321 2022
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2323 2024
2324 /* If braced, or can't move to the square, and it is not out of the 2025 /* 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 2026 * 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 2027 * 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 2028 * player. This is a pretty nasty hack, because if we could
2332 */ 2033 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2035 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2037 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2338 if (!m) 2039 if (!m)
2339 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2340 } 2041 }
2341 else 2042 else
2342 m = op->map; 2043 m = op->map;
2343 2044
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 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; 2046 return;
2348 }
2349 2047
2350 mon = NULL; 2048 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* 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. 2050 * 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 2051 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2052 * on the space
2355 */ 2053 */
2356 while (tmp != NULL) 2054 while (tmp)
2357 { 2055 {
2358 if (tmp == op) 2056 if (tmp == op)
2359 { 2057 {
2360 tmp = tmp->above; 2058 tmp = tmp->above;
2361 continue; 2059 continue;
2362 } 2060 }
2061
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2063 {
2365 mon = tmp; 2064 mon = tmp;
2366 break; 2065 break;
2367 } 2066 }
2067
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2069 mon = tmp;
2070
2370 tmp = tmp->above; 2071 tmp = tmp->above;
2371 } 2072 }
2372 2073
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2075 return; /* into a wall */
2375 2076
2376 if (mon->head != NULL) 2077 if (mon->head)
2377 mon = mon->head; 2078 mon = mon->head;
2378 2079
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2381 return; 2082 return;
2393 * player owns it and it is either friendly or unagressive. 2094 * player owns it and it is either friendly or unagressive.
2394 */ 2095 */
2395 if ((op->type == PLAYER) 2096 if ((op->type == PLAYER)
2396#if COZY_SERVER 2097#if COZY_SERVER
2397 && 2098 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2099 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2101#else
2401 && get_owner (mon) == op 2102 && mon->owner == op
2402#endif 2103#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2105 {
2405 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2107 if (op->contr->braced)
2407 return; 2108 return;
2109
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2113 make_visible (op);
2114
2412 return; 2115 return;
2413 } 2116 }
2414 2117
2415 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2121 * attack them either.
2419 */ 2122 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2126 (op->contr->peaceful
2424 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2425 && mon->contr-> 2128 && mon->contr->
2426 peaceful)) && 2129 peaceful)) &&
2427#else 2130#else
2428 op->contr->peaceful && 2131 op->contr->peaceful &&
2429#endif 2132#endif
2430 !on_battleground)) 2133 !on_battleground))
2431 { 2134 {
2432 if (!op->contr->braced) 2135 if (!op->contr->braced)
2433 { 2136 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2436 } 2139 }
2437 else 2140 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2142
2441 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2144 make_visible (op);
2443 } 2145 }
2444 2146
2445 /* If the object is a boulder or other rollable object, then 2147 /* 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 2158 * 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: 2159 * 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 2160 * 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. 2161 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2162 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 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))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2165 {
2465 2166
2466 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2175
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2177 }
2477 2178
2478 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2479 2180
2480 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2184 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2187 {
2487 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2488 2189
2489 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2492 } 2193 }
2194
2493 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2494 make_visible (op); 2196 make_visible (op);
2495 } 2197 }
2496 } /* if player should attack something */ 2198 } /* if player should attack something */
2497} 2199}
2499int 2201int
2500move_player (object *op, int dir) 2202move_player (object *op, int dir)
2501{ 2203{
2502 int pick; 2204 int pick;
2503 2205
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2207 return 0;
2506 2208
2507 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2509 { 2211 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2213 return 0;
2512 } 2214 }
2513 2215
2514 /* peterm: added following line */ 2216 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2219
2518 op->facing = dir; 2220 op->facing = dir;
2519 2221
2520 if (op->hide) 2222 if (op->hide)
2521 do_hidden_move (op); 2223 do_hidden_move (op);
2532 2234
2533 /* Add special check for newcs players and fire on - this way, the 2235 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2236 * server can handle repeat firing.
2535 */ 2237 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2239 op->direction = dir;
2539 }
2540 else 2240 else
2541 {
2542 op->direction = 0; 2241 op->direction = 0;
2543 } 2242
2544 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2245 * for players.
2547 */ 2246 */
2548 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2558 */ 2257 */
2559int 2258int
2560handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2561{ 2260{
2562 if (op->contr->hidden)
2563 {
2564 op->invisible = 1000;
2565 /* the socket code flashes the player visible/invisible
2566 * depending on the value of invisible, so we need to
2567 * alternate it here for it to work correctly.
2568 */
2569 if (pticks & 2)
2570 op->invisible--;
2571 }
2572 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2573 {
2574 op->invisible--;
2575 if (!op->invisible)
2576 {
2577 make_visible (op);
2578 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2579 }
2580 }
2581
2582 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2262 {
2584 flee_player (op); 2263 flee_player (op);
2585 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2593 /* I've been seeing crashes where the golem has been destroyed, but 2272 /* 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 2273 * 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 2274 * 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. 2275 * put this in a a workaround to clean up the golem pointer.
2597 */ 2276 */
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))) 2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2278 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2279
2605 /* call this here - we also will call this in do_ericserver, but 2280 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2282 * called, so we recheck it here.
2608 */ 2283 */
2609 HandleClient (&op->contr->socket, op->contr); 2284 if (op->contr->ns->handle_command ())
2285 return 1;
2286
2610 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2611 return 0; 2288 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2290 {
2615 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2292 op->speed_left--;
2617 2293
2618 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2295 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2621 */ 2297 */
2622 move_player (op, op->direction); 2298 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2299
2624 return 1; 2300 return op->speed_left > 0;
2625 else 2301 }
2626 return 0;
2627 } 2302 }
2303
2628 return 0; 2304 return 0;
2629} 2305}
2630 2306
2631int 2307int
2632save_life (object *op) 2308save_life (object *op)
2633{ 2309{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2310 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2311 return 0;
2638 2312
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2313 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2315 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2316 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)); 2317 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2318
2644 if (op->contr) 2319 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2320 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2321
2647 free_object (tmp); 2322 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2323 CLEAR_FLAG (op, FLAG_LIFESAVE);
2324
2649 if (op->stats.hp < 0) 2325 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2326 op->stats.hp = op->stats.maxhp;
2327
2651 if (op->stats.food < 0) 2328 if (op->stats.food < 0)
2652 op->stats.food = 999; 2329 op->stats.food = 999;
2653 fix_player (op); 2330
2331 op->update_stats ();
2654 return 1; 2332 return 1;
2655 } 2333 }
2334
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2336 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2337 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2338 return 0;
2660} 2339}
2665 * from. 2344 * from.
2666 */ 2345 */
2667void 2346void
2668remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2669{ 2348{
2670 object *next;
2671
2672 while (op) 2349 while (op)
2673 { 2350 {
2674 next = op->below; /* Make sure we have a good value, in case 2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2352
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2354 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2355 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2356 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2357
2358 op->insert_at (env);
2685 } 2359 }
2686 else if (op->inv) 2360 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2361 remove_unpaid_objects (op->inv, env);
2362
2688 op = next; 2363 op = next;
2689 } 2364 }
2690} 2365}
2691
2692 2366
2693/* 2367/*
2694 * Returns pointer a static string containing gravestone text 2368 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2369 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2370 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2381 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2383 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2384 else
2711 sprintf (buf, "%s\n", &op->name); 2385 sprintf (buf, "%s\n", &op->name);
2386
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2388 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2389 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2390 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2391 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2392 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2393
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2394 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2395 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2721 { 2397 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2398 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2399 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2400 strcat (buf2, buf);
2725 } 2401 }
2402
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2403 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2405 strcat (buf2, buf);
2406
2729 return buf2; 2407 return buf2;
2730} 2408}
2731
2732
2733 2409
2734void 2410void
2735do_some_living (object *op) 2411do_some_living (object *op)
2736{ 2412{
2737 int last_food = op->stats.food; 2413 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2419 int rate_grace = 2000;
2744 const int max_hp = 1; 2420 const int max_hp = 1;
2745 const int max_sp = 1; 2421 const int max_sp = 1;
2746 const int max_grace = 1; 2422 const int max_grace = 1;
2747 2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2748 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 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) 2445 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]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2753 }
2754 2447
2755 if (op->contr->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2756 { 2449 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2452 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2453 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2454 else
2763 { 2455 {
2764 gen_hp = op->stats.maxhp; 2456 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2457 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2458 }
2459
2767 if (op->contr->gen_sp >= 0) 2460 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2461 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2462 else
2770 { 2463 {
2771 gen_sp = op->stats.maxsp; 2464 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2465 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2466 }
2467
2774 if (op->contr->gen_grace >= 0) 2468 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2470 else
2777 { 2471 {
2778 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2490 op->stats.food = last_food;
2797 } 2491 }
2798 } 2492 }
2493
2799 if (max_sp > 1) 2494 if (max_sp > 1)
2800 { 2495 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2496 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2497 if (over_sp > 0)
2803 { 2498 {
2804 if (op->stats.sp < op->stats.maxsp) 2499 if (op->stats.sp < op->stats.maxsp)
2805 { 2500 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2504 op->stats.sp--;
2505
2809 if (op->stats.sp > op->stats.maxsp) 2506 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2507 op->stats.sp = op->stats.maxsp;
2811 } 2508 }
2812 op->last_sp = 0; 2509 op->last_sp = 0;
2813 } 2510 }
2814 else 2511 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2513 }
2819 else 2514 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2516 }
2824 2517
2825 /* Regenerate Grace */ 2518 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2520 if (--op->last_grace < 0)
2828 { 2521 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2522 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2523 op->stats.grace++; /* no penalty in food for regaining grace */
2524
2831 if (max_grace > 1) 2525 if (max_grace > 1)
2832 { 2526 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2527 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2528 if (over_grace > 0)
2835 { 2529 {
2863 op->stats.food += op->contr->digestion; 2557 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2559 op->stats.food = last_food;
2866 } 2560 }
2867 } 2561 }
2562
2868 if (max_hp > 1) 2563 if (max_hp > 1)
2869 { 2564 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2566 if (over_hp > 0)
2872 { 2567 {
2896 2591
2897 if (op->contr->gen_hp > 0) 2592 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2594 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596
2901 /* dms do not consume food */ 2597 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2598 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2599 op->stats.food--;
2904 } 2600 }
2905 }
2906 2601
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2602 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2603 {
2909 object *tmp, *flesh = NULL; 2604 object *tmp, *flesh = 0;
2910 2605
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2606 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2607 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2609 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2613 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2614 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2615 break;
2921 } 2616 }
2922 else if (tmp->type == FLESH) 2617 else if (tmp->type == FLESH)
2923 flesh = tmp; 2618 flesh = tmp;
2924 } /* End if paid for object */ 2619 } /* End if paid for object */
2925 } /* end of for loop */ 2620 } /* end of for loop */
2621
2926 /* If player is still starving, it means they don't have any food, so 2622 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2623 * eat flesh instead.
2928 */ 2624 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2626 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2628 manual_apply (op, flesh, 0);
2933 } 2629 }
2934 } /* end if player is starving */ 2630 }
2935 2631
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2632 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2633 op->stats.food++, op->stats.hp--;
2938 2634
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2636 kill_player (op);
2637 }
2941} 2638}
2942
2943
2944 2639
2945/* If the player should die (lack of hp, food, etc), we call this. 2640/* 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 2641 * 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 2642 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2643 * file.
2952{ 2647{
2953 char buf[MAX_BUF]; 2648 char buf[MAX_BUF];
2954 int x, y; 2649 int x, y;
2955 2650
2956 //int i; 2651 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2652 maptile *map; /* this is for resurrection */
2958 2653
2959 /* int z; 2654 /* int z;
2960 int num_stats_lose; 2655 int num_stats_lose;
2961 int lost_a_stat; 2656 int lost_a_stat;
2962 int lose_this_stat; 2657 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2673 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..."); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2675
2981 /* restore player */ 2676 /* restore player */
2982 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2679 {
2986 remove_ob (tmp); 2680 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2682 }
2990 2683
2991 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2686 {
2995 remove_ob (tmp); 2687 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2689 }
2999 2690
3000 cure_disease (op, 0); /* remove any disease */ 2691 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2694 op->stats.food = 999;
3004 2695
3005 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2698 {
3009 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2700 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " 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); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2704 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2708 }
3020 2709
3021 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2712 op->contr->braced = 0;
3028 2717
3029 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
3030 2719
3031 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
3032 { 2721 {
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); 2722 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
3042 } 2724 }
3043 else 2725 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); 2726 sprintf (buf, "%s died.", &op->name);
3053 } 2727
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2729
3056 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
3057 x = op->x; 2731 x = op->x;
3058 y = op->y; 2732 y = op->y;
3059 map = op->map; 2733 map = op->map;
3060 2734
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2736 * 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. 2737 * See the config.h file for a little more in depth detail about this.
3067 */ 2738 */
3068 2739
3069 /* Basically two ways to go - remove a stat permanently, or just 2740 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2741 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2742 * of death.
3072 */ 2743 */
3073#ifndef COZY_SERVER 2744#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2745 if (settings.balanced_stat_loss)
3075 { 2746 {
3076 /* If stat loss is permanent, lose one stat only. */ 2747 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2748 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2749 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2750 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2751 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2752 little bit harder. */
3082 /* GD */ 2753 /* GD */
3083 if (settings.stat_loss_on_death) 2754 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2755 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2756 else
3089 { 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758 }
2759 else
3090 num_stats_lose = 1; 2760 num_stats_lose = 1;
3091 } 2761
3092 lost_a_stat = 0; 2762 lost_a_stat = 0;
3093 2763
3094 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
3095 { 2765 {
3096 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
3097 2767
3098 if (settings.stat_loss_on_death) 2768 if (settings.stat_loss_on_death)
3099 { 2769 {
3100 /* Pick a random stat and take a point off it. Tell the player 2770 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2771 * what he lost.
3102 */ 2772 */
3103 change_attr_value (&(op->stats), i, -1); 2773 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2774 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2775 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2776 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2778 lost_a_stat = 1;
2779 }
2780 else
2781 {
2782 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion");
2784 object *dep;
2785
2786 dep = present_arch_in_ob (deparch, op);
2787 if (!dep)
2788 {
2789 dep = arch_to_object (deparch);
2790 insert_ob_in_ob (dep, op);
3109 } 2791 }
3110 else 2792 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss)
3111 { 2794 {
3112 /* deplete a stat */ 2795 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2796 /* Get the stat that we're about to deplete. */
3114 object *dep; 2797 this_stat = get_attr_value (&(dep->stats), i);
3115 2798 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2799 {
3119 dep = arch_to_object (deparch); 2800 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2801 int keep_chance = this_stat * this_stat;
3121 } 2802
3122 lose_this_stat = 1; 2803 /* 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) 2804 if (keep_chance < 1)
2805 keep_chance = 1;
2806
2807 /* There is a maximum depletion total per level. */
2808 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2809 {
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; 2810 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2811 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2812 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 } 2813 }
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 */ 2814 else
3164 if (this_stat >= -50)
3165 { 2815 {
3166 change_attr_value (&(dep->stats), i, -1); 2816 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; 2817 lose_this_stat = 0;
2818 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2819 this_stat, keep_chance, loss_chance,
2820 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2821 }
3172 } 2822 }
3173 } 2823 }
2824
2825 if (lose_this_stat)
2826 {
2827 this_stat = get_attr_value (&(dep->stats), i);
2828 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a
2832 * difference.
2833 */
2834 if (this_stat >= -50)
2835 {
2836 change_attr_value (&(dep->stats), i, -1);
2837 SET_FLAG (dep, FLAG_APPLIED);
2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839 op->update_stats ();
2840 lost_a_stat = 1;
2841 }
3174 } 2842 }
2843 }
2844 }
3175 /* If no stat lost, tell the player. */ 2845 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2846 if (!lost_a_stat)
3177 { 2847 {
3178 /* determine_god() seems to not work sometimes... why is this? 2848 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2849 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2850 const char *god = determine_god (op);
3181 2851
3182 if (god && (strcmp (god, "none"))) 2852 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); 2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2854 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2856 }
2857#else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2859#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 2860
3190 /* Put a gravestone up where the character 'almost' died. List the 2861 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2862 * exp loss on the stone.
3192 */ 2863 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2864 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2865 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2866 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2867 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2868 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); 2869 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; 2870 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2871 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2872 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2873
3203 /**************************************/ 2874 /**************************************/
3204 /* */ 2875 /* */
3205 /* Subtract the experience points, */ 2876 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2877 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2878 /* food, and reset HP's... */
3208 /* */ 2879 /* */
3209
3210 /**************************************/ 2880 /**************************************/
3211 2881
3212 /* remove any poisoning and confusion the character may be suffering. */ 2882 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2883 /* restore player */
3214 at = archetype::find ("poisoning"); 2884 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
2886
3216 if (tmp) 2887 if (tmp)
3217 { 2888 {
3218 remove_ob (tmp); 2889 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2891 }
3222 2892
3223 at = archetype::find ("confusion"); 2893 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2895 if (tmp)
3226 { 2896 {
3227 remove_ob (tmp); 2897 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2899 }
2900
3231 cure_disease (op, 0); /* remove any disease */ 2901 cure_disease (op, 0); /* remove any disease */
3232 2902
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2903 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2904 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2905 if (op->stats.food < 100)
3236 op->stats.food = 900; 2906 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2910
3241 /* 2911 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2912 * Check to see if the player has any unpaid items. If so, remove them
3243 * the player has any unpaid items. If so, remove them and put them back 2913 * and put them back in the map.
3244 * in the map. 2914 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
3249 2916
3250 /****************************************/ 2917 /****************************************/
3251 /* */ 2918 /* */
3252 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3254 /* */ 2921 /* */
3255
3256 /****************************************/ 2922 /****************************************/
3257 2923
3258 enter_player_savebed (op); 2924 enter_player_savebed (op);
3259 2925
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2926 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2927
3266 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2931 * on the space that might harm the player.
3270 */ 2932 */
3271 will_kill_again = 0; 2933 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2934 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2935 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2936 will_kill_again |= tmp->attacktype;
3276 } 2937
3277 if (will_kill_again) 2938 if (will_kill_again)
3278 { 2939 {
3279 object *force; 2940 object *force;
3280 int at; 2941 int at;
3281 2942
3282 force = get_archetype (FORCE_NAME); 2943 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2944 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2945 force->speed = 0.1;
3285 force->speed_left = -5.0; 2946 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2947 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2948 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2949 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2950 force->resist[at] = 100;
3291 } 2951
3292 insert_ob_in_ob (force, op); 2952 insert_ob_in_ob (force, op);
3293 fix_player (op); 2953 op->update_stats ();
3294 2954
3295 } 2955 }
3296 2956
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2957 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} 2958}
3366
3367 2959
3368void 2960void
3369loot_object (object *op) 2961loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3372 2964
3373 if (op->container) 2965 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2966
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3379 { 2968 {
3380 next = tmp->below; 2969 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2970
2971 if (tmp->invisible)
3382 continue; 2972 continue;
3383 remove_ob (tmp); 2973
2974 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3385 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2979
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2981 {
3391 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3392 { 2983 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2985 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2987 }
3397 else 2988 else
3398 free_object (tmp); 2989 tmp->destroy ();
3399 } 2990 }
3400 else 2991 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2993 }
3403} 2994}
3405/* 2996/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 2999 * was changed.
3409 */ 3000 */
3410
3411void 3001void
3412fix_weight (void) 3002fix_weight (void)
3413{ 3003{
3414 player *pl; 3004 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3005 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3007
3420 if (old == sum) 3008 if (old == sum)
3421 continue; 3009 continue;
3422 fix_player (pl->ob); 3010 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3012 }
3425} 3013}
3426 3014
3427void 3015void
3428fix_luck (void) 3016fix_luck (void)
3429{ 3017{
3430 player *pl; 3018 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3019 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3020 pl->ob->change_luck (0);
3435} 3021}
3436
3437 3022
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3024 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3025 * just treat this as any other spell casting object.
3441 */ 3026 */
3442
3443void 3027void
3444cast_dust (object *op, object *throw_ob, int dir) 3028cast_dust (object *op, object *throw_ob, int dir)
3445{ 3029{
3446 object *skop, *spob; 3030 object *skop, *spob;
3447 3031
3468 if (op->type == PLAYER) 3052 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3053 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3054
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3055 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3056
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3057 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3058}
3477 3059
3478void 3060void
3479make_visible (object *op) 3061make_visible (object *op)
3480{ 3062{
3483 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3484 { 3066 {
3485 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3487 } 3069 }
3070
3488 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3489} 3072}
3490 3073
3491int 3074int
3492is_true_undead (object *op) 3075is_true_undead (object *op)
3493{ 3076{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3078 return 1;
3498 3079
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; 3080 return 0;
3505} 3081}
3506 3082
3507/* look at the surrounding terrain to determine 3083/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3084 * the hideability of this object. Positive levels
3564 3140
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3142
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3143 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3571 { 3146 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3147 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3148 make_visible (op);
3574 return; 3149 return;
3575 } 3150 }
3576 else 3151 else
3577 num += 20; 3152 num += 20;
3578 } 3153
3579 num += op->map->difficulty; 3154 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3156 num -= hide;
3157
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3159 {
3584 make_visible (op); 3160 make_visible (op);
3585 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3163 }
3588 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3166}
3593 3167
3594/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3595 3169
3596int 3170int
3597stand_near_hostile (object *who) 3171stand_near_hostile (object *who)
3598{ 3172{
3599 object *tmp = NULL; 3173 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3174 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3175 maptile *m;
3602 sint16 x, y; 3176 sint16 x, y;
3603 3177
3604 if (!who) 3178 if (!who)
3605 return 0; 3179 return 0;
3606 3180
3623 if (mflags & P_OUT_OF_MAP) 3197 if (mflags & P_OUT_OF_MAP)
3624 continue; 3198 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3199 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3200 continue;
3627 3201
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3202 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3203 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3204 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3205 return 1;
3632 else if (tmp->type == PLAYER) 3206 else if (tmp->type == PLAYER)
3633 { 3207 {
3663 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3664 { 3238 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3240 return -1;
3667 } 3241 }
3242
3668 if (!pl || !op) 3243 if (!pl || !op)
3669 return 0; 3244 return 0;
3670 3245
3671 if (op->head)
3672 {
3673 op = op->head; 3246 op = op->head_ ();
3674 } 3247
3675 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3676 3249
3677 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3251 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3687 3260
3688 /* only the viewable area the player sees is updated by LOS 3261 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3262 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3263 * for any meaningful values.
3691 */ 3264 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3268 return 1;
3696 op = op->more; 3269 op = op->more;
3697 } 3270 }
3698 return 0; 3271 return 0;
3699} 3272}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3370 int i = 0, j = 0;
3798 3371
3799 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3808 3381
3809 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3810 return; 3383 return;
3811 3384
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3386
3814 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3815 { 3388 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3390 return;
3818 } 3391 }
3819 3392
3885 { 3458 {
3886 /* forces in the treasurelist can alter the player's stats */ 3459 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3460 object *skin;
3888 3461
3889 /* first get the dragon skin force */ 3462 /* first get the dragon skin force */
3463 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); 3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3465 ;
3466
3891 if (skin == NULL) 3467 if (!skin)
3892 return; 3468 return;
3893 3469
3894 /* adding new spellpath attunements */ 3470 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3471 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3472 {
3941 * not readied. 3517 * not readied.
3942 */ 3518 */
3943void 3519void
3944player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3945{ 3521{
3946 rangetype i;
3947
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949 {
3950 if (pl->ranges[i] == ob) 3523 if (pl->ranges[i] == ob)
3951 { 3524 {
3952 pl->ranges[i] = NULL; 3525 pl->ranges[i] = 0;
3953 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3956 }
3957 } 3528 }
3958 }
3959} 3529}
3530
3531sint8
3532player::visibility_at (maptile *map, int x, int y) const
3533{
3534 if (!ns)
3535 return 0;
3536
3537 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539 return 0;
3540
3541 x += dx - ns->current_x + ns->mapx / 2;
3542 y += dy - ns->current_y + ns->mapy / 2;
3543
3544 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3545 return 0;
3546
3547 return 100 - blocked_los [x][y];
3548}

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