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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 1.111 by root, Mon Apr 23 11:43:22 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
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 this->ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 6; /* Every 2 seconds */
324 outputs_count = 10; /* Keeps present behaviour */
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
321/* Tries to add player on the connection passwd in ns. 359/* 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 360 * All we can really get in this is some settings like host and display
323 * mode. 361 * mode.
324 */ 362 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 363player *
364player::create ()
365{
366 player *pl = new player;
330 367
331 p = get_player (NULL); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns; 369
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); 370 pl->ob->roll_stats ();
334 if (p->socket.faces_sent == NULL) 371 pl->ob->stats.wc = 2;
335 fatal (OUT_OF_MEMORY); 372 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)); 373
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); 374 set_first_map (pl->ob);
343 375
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; 376 return pl;
351} 377}
352 378
353/* 379/*
354 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
364 { 390 {
365 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
366 at = first_archetype; 392 at = first_archetype;
367 else 393 else
368 at = at->next; 394 at = at->next;
395
369 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
370 return at; 397 return at;
398
371 if (at == start) 399 if (at == start)
372 { 400 {
373 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 402 exit (-1);
375 } 403 }
376 } 404 }
377} 405}
378 406
379
380object * 407object *
381get_nearest_player (object *mon) 408get_nearest_player (object *mon)
382{ 409{
383 object *op = NULL; 410 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 411 objectlink *ol;
386 unsigned lastdist; 412 unsigned lastdist;
387 rv_vector rv; 413 rv_vector rv;
388 414
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
390 { 416 {
391 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
392 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
393 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
394 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
398 object *tmp = ol->ob; 424 object *tmp = ol->ob;
399 425
400 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
401 * itself will have been cleared. 427 * itself will have been cleared.
402 */ 428 */
403 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
404 ol = ol->next; 431 ol = ol->next;
405 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
406 if (!ol) 433 if (!ol)
407 return op; 434 return op;
408 } 435 }
421 { 448 {
422 op = ol->ob; 449 op = ol->ob;
423 lastdist = rv.distance; 450 lastdist = rv.distance;
424 } 451 }
425 } 452 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 453
427 { 454 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
432 { 457 {
433 op = pl->ob; 458 op = pl->ob;
434 lastdist = rv.distance; 459 lastdist = rv.distance;
435 } 460 }
436 } 461
437 }
438#if 0 462#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 464#endif
441 return op; 465 return op;
442} 466}
460 * circling behaviour. Unfortunately, this function is also used to determined 484 * 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 485 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 486 * is probably not a good thing.
463 */ 487 */
464#define MAX_SPACES 50 488#define MAX_SPACES 50
465
466 489
467/* 490/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * 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 492 * 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 493 * 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) 512path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 513{
491 rv_vector rv; 514 rv_vector rv;
492 sint16 x, y; 515 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 517 maptile *m, *lastmap;
495 518
496 get_rangevector (mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
497 520
498 if (rv.distance < mindiff) 521 if (rv.distance < mindiff)
499 return 0; 522 return 0;
501 x = mon->x; 524 x = mon->x;
502 y = mon->y; 525 y = mon->y;
503 m = mon->map; 526 m = mon->map;
504 dir = rv.direction; 527 dir = rv.direction;
505 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
506 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
507 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
508 if (diff > max) 532 if (diff > max)
509 return 0; 533 return 0;
534
510 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
511 { 536 {
512 lastx = x; 537 lastx = x;
513 lasty = y; 538 lasty = y;
514 lastmap = m; 539 lastmap = m;
596 max--; 621 max--;
597 lastdir = dir; 622 lastdir = dir;
598 if (!firstdir) 623 if (!firstdir)
599 firstdir = dir; 624 firstdir = dir;
600 } 625 }
626
601 if (diff <= 1) 627 if (diff <= 1)
602 { 628 {
603 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
604 * headed toward player for entire distance. 630 * headed toward player for entire distance.
605 */ 631 */
606 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 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); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
608 } 634 }
635
609 if (diff > max) 636 if (diff > max)
610 return 0; 637 return 0;
611 } 638 }
639
612 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
613 if (!max) 641 if (!max)
614 return 0; 642 return 0;
615 643
616 return firstdir; 644 return firstdir;
643 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 675 {
648 remove_ob (op); 676 op->destroy ();
649 free_object (op);
650 continue; 677 continue;
651 } 678 }
652 } 679 }
653 680
654 /* This really needs to be better - we should really give 681 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 692 if (tmp->type == op->type && tmp->name == op->name)
666 break; 693 break;
667 694
668 if (tmp) 695 if (tmp)
669 { 696 {
670 remove_ob (op); 697 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 699 continue;
674 } 700 }
701
675 if (op->nrof > 1) 702 if (op->nrof > 1)
676 op->nrof = 1; 703 op->nrof = 1;
677 } 704 }
678 705
679 if (op->type == SPELLBOOK && op->inv) 706 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 720 }
694 if (op->type == SPELL) 721 if (op->type == SPELL)
695 { 722 {
696 remove_ob (op); 723 op->destroy ();
697 free_object (op);
698 continue; 724 continue;
699 } 725 }
700 else if (op->type == SKILL) 726 else if (op->type == SKILL)
701 { 727 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
712 link_player_skills (pl); 738 link_player_skills (pl);
713} 739}
714 740
715void 741void
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) 742get_party_password (object *op, partylist *party)
800{ 743{
801 if (party == NULL) 744 if (party == NULL)
802 { 745 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 747 return;
805 } 748 }
749
806 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 754}
811
812 755
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 757static int
815roll_stat (void) 758roll_stat (void)
816{ 759{
817 int a[4], i, j, k; 760 int a[4], i, j, k;
818 761
819 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
821 764
822 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 766 if (a[i] < k)
824 k = a[i], j = i; 767 k = a[i], j = i;
825 768
826 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 770 if (i != j)
829 k += a[i]; 771 k += a[i];
830 } 772
831 return k; 773 return k;
832} 774}
833 775
834void 776void
835roll_stats (object *op) 777object::roll_stats ()
836{ 778{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 779 int statsort [7];
840 780
841 do 781 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 } 782 {
852 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
853 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
854 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 792 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;
862 793
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]; 794 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
887 801
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; 802 stats.exp = 0;
899 op->stats.ac = 0; 803 stats.ac = 0;
900 804
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; 805 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
909 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
910} 817}
911 818
912void 819void
913Roll_Again (object *op) 820object::swap_stats (int a, int b)
914{ 821{
915 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 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)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 825
920void 826 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
922{ 858{
923 signed char tmp;
924 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
925 860
926 if (op->contr->Swap_First == -1) 861 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); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 863 //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); 864 //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} 865}
1041 866
1042/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1046 * not the class. 871 * not the class.
1047 */ 872 */
1048
1049int 873int
1050key_change_class (object *op, char key) 874key_change_class (object *op, char key)
1051{ 875{
1052 int tmp_loop; 876 int tmp_loop;
1053 877
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') 878 if (key == 'd' || key == 'D')
1061 { 879 {
1062 char buf[MAX_BUF]; 880 char buf[MAX_BUF];
1063 881
1064 /* this must before then initial items are given */ 882 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 883 esrv_new_player (op->contr, op->weight + op->carrying);
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 884
885 treasurelist *tl = treasurelist::find ("starting_wealth");
886 if (tl)
887 create_treasure (tl, op, 0, 0, 0);
1067 888
1068 INVOKE_PLAYER (BIRTH, op->contr); 889 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 890 INVOKE_PLAYER (LOGIN, op->contr);
1070 891
1071 op->contr->state = ST_PLAYING; 892 op->contr->ns->state = ST_PLAYING;
1072 893
1073 if (op->msg) 894 if (op->msg)
1074 op->msg = NULL; 895 op->msg = NULL;
1075 896
1076 /* We create this now because some of the unique maps will need it 897 /* We create this now because some of the unique maps will need it
1077 * to save here. 898 * to save here.
1078 */ 899 */
1079 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1080 make_path_to_file (buf); 901 make_path_to_file (buf);
1081 902
1082#ifdef AUTOSAVE
1083 op->contr->last_save_tick = pticks;
1084#endif
1085 start_info (op); 903 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 905 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 906 link_player_skills (op);
1089 esrv_send_inventory (op, op); 907 esrv_send_inventory (op, op);
1090 fix_player (op); 908 op->update_stats ();
1091 909
1092 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1093 * is one for this race 911 * is one for this race
1094 */ 912 */
1095 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1096 { 914 {
1097 object *tmp; 915 object *tmp;
1098 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1099 917
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 919 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 op->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1107 * default initial map */ 925 * default initial map */
1108 free_object (tmp); 926 tmp->destroy ();
1109 } 927 }
1110 else 928 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 930
1114 return 0; 931 return 0;
1115 } 932 }
1116 933
1117 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1122 while (!tmp_loop) 939 while (!tmp_loop)
1123 { 940 {
1124 shstr name = op->name; 941 shstr name = op->name;
1125 int x = op->x, y = op->y; 942 int x = op->x, y = op->y;
1126 943
1127 remove_statbonus (op); 944 op->remove_statbonus ();
1128 remove_ob (op); 945 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 946 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 947 op->arch->clone.copy_to (op);
1131 op->instantiate (); 948 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 949 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 950 op->name = op->name_pl = name;
1134 op->x = x; 951 op->x = x;
1135 op->y = y; 952 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 955 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 956 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 957 tmp_loop = allowed_class (op);
1141 } 958 }
1142 959
1143 update_object (op, UP_OBJ_FACE); 960 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 962 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 965 op->stats.grace = 0;
1149 966
1150 if (op->msg) 967 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 968 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 969
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 970 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; 971 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} 972}
1205 973
1206void 974void
1207flee_player (object *op) 975flee_player (object *op)
1208{ 976{
1238 { 1006 {
1239 op->enemy = NULL; 1007 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1008 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1009 return;
1242 } 1010 }
1011
1243 get_rangevector (op, op->enemy, &rv, 0); 1012 get_rangevector (op, op->enemy, &rv, 0);
1244 1013
1245 dir = absdir (4 + rv.direction); 1014 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1015 for (diff = 0; diff < 3; diff++)
1247 { 1016 {
1248 int m = 1 - (RANDOM () & 2); 1017 int m = 1 - (RANDOM () & 2);
1249 1018
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1019 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1020 return;
1253 }
1254 } 1021 }
1022
1255 /* Cornered, get rid of scared */ 1023 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1025 op->enemy = NULL;
1258} 1026}
1259 1027
1264 */ 1032 */
1265int 1033int
1266check_pick (object *op) 1034check_pick (object *op)
1267{ 1035{
1268 object *tmp, *next; 1036 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1037 int stop = 0;
1271 int j, k, wvratio; 1038 int wvratio;
1272 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1273
1274 1040
1275 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1277 return 1; 1043 return 1;
1278 1044
1279 op_tag = op->count;
1280
1281 next = op->below; 1045 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1046
1285 /* loop while there are items on the floor that are not marked as 1047 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1048 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1049 while (next && !next->destroyed ())
1288 { 1050 {
1289 tmp = next; 1051 tmp = next;
1290 next = tmp->below; 1052 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1053
1294 if (was_destroyed (op, op_tag)) 1054 if (op->destroyed ())
1295 return 0; 1055 return 0;
1296 1056
1297 if (!can_pick (op, tmp)) 1057 if (!can_pick (op, tmp))
1298 continue; 1058 continue;
1299 1059
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1115 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 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)))); 1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1119 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 } 1120 }
1121
1389 /* philosophy: 1122 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1123 * 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 1124 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1125 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1126 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1127 * example.
1395 * The drawback: right now it has no frontend, so you need to 1128 * 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 1129 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1130 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1164 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1165 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1166 if (tmp->type == FOOD)
1434 { 1167 {
1435 pick_up (op, tmp); 1168 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1169 continue;
1439 } 1170 }
1171
1440 if (op->contr->mode & PU_DRINK) 1172 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1174 {
1443 pick_up (op, tmp); 1175 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1176 continue;
1447 } 1177 }
1448 1178
1449 if (op->contr->mode & PU_POTION) 1179 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1180 if (tmp->type == POTION)
1451 { 1181 {
1452 pick_up (op, tmp); 1182 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1183 continue;
1456 } 1184 }
1457 1185
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1186 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1187 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1188 if (tmp->type == SPELLBOOK)
1461 { 1189 {
1462 pick_up (op, tmp); 1190 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1191 continue;
1466 } 1192 }
1193
1467 if (op->contr->mode & PU_SKILLSCROLL) 1194 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1195 if (tmp->type == SKILLSCROLL)
1469 { 1196 {
1470 pick_up (op, tmp); 1197 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1198 continue;
1474 } 1199 }
1200
1475 if (op->contr->mode & PU_READABLES) 1201 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1203 {
1478 pick_up (op, tmp); 1204 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1205 continue;
1482 } 1206 }
1483 1207
1484 /* wands/staves/rods/horns */ 1208 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1211 {
1488 pick_up (op, tmp); 1212 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1213 continue;
1492 } 1214 }
1493 1215
1494 /* pick up all magical items */ 1216 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1217 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1219 {
1498 pick_up (op, tmp); 1220 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1221 continue;
1502 } 1222 }
1503 1223
1504 if (op->contr->mode & PU_VALUABLES) 1224 if (op->contr->mode & PU_VALUABLES)
1505 { 1225 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1226 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1227 {
1508 pick_up (op, tmp); 1228 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1229 continue;
1512 } 1230 }
1513 } 1231 }
1514 1232
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1233 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1234 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1235 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1236 {
1519 pick_up (op, tmp); 1237 pick_up (op, tmp);
1238 continue;
1520 if (0) 1239 }
1521 fprintf (stderr, "JEWELS\n"); 1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1522 continue; 1246 continue;
1523 } 1247 }
1524 1248
1525 /* bows and arrows. Bows are good for selling! */ 1249 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1250 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1251 if (tmp->type == BOW)
1528 { 1252 {
1529 pick_up (op, tmp); 1253 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1254 continue;
1533 } 1255 }
1256
1534 if (op->contr->mode & PU_ARROW) 1257 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1258 if (tmp->type == ARROW)
1536 { 1259 {
1537 pick_up (op, tmp); 1260 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1261 continue;
1541 } 1262 }
1542 1263
1543 /* all kinds of armor etc. */ 1264 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1265 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1266 if (tmp->type == ARMOUR)
1546 { 1267 {
1547 pick_up (op, tmp); 1268 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1269 continue;
1551 } 1270 }
1271
1552 if (op->contr->mode & PU_HELMET) 1272 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1273 if (tmp->type == HELMET)
1554 { 1274 {
1555 pick_up (op, tmp); 1275 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1276 continue;
1559 } 1277 }
1278
1560 if (op->contr->mode & PU_SHIELD) 1279 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1280 if (tmp->type == SHIELD)
1562 { 1281 {
1563 pick_up (op, tmp); 1282 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1283 continue;
1567 } 1284 }
1285
1568 if (op->contr->mode & PU_BOOTS) 1286 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1287 if (tmp->type == BOOTS)
1570 { 1288 {
1571 pick_up (op, tmp); 1289 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1290 continue;
1575 } 1291 }
1292
1576 if (op->contr->mode & PU_GLOVES) 1293 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1294 if (tmp->type == GLOVES)
1578 { 1295 {
1579 pick_up (op, tmp); 1296 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1297 continue;
1583 } 1298 }
1299
1584 if (op->contr->mode & PU_CLOAK) 1300 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1301 if (tmp->type == CLOAK)
1586 { 1302 {
1587 pick_up (op, tmp); 1303 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1304 continue;
1591 } 1305 }
1592 1306
1593 /* hoping to catch throwing daggers here */ 1307 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1308 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1310 {
1597 pick_up (op, tmp); 1311 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1312 continue;
1601 } 1313 }
1602 1314
1603 /* careful: chairs and tables are weapons! */ 1315 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1316 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1319 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1322 {
1611 pick_up (op, tmp); 1323 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1324 continue;
1615 } 1325 }
1616 } 1326 }
1327
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1328 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1329 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1331 {
1621 pick_up (op, tmp); 1332 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1333 continue;
1625 } 1334 }
1626 } 1335 }
1627 } 1336 }
1628 1337
1629 /* misc stuff that's useful */ 1338 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1339 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1341 {
1633 pick_up (op, tmp); 1342 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1343 continue;
1637 } 1344 }
1638 1345
1639 /* any of the last 4 bits set means we use the ratio for value 1346 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1347 * pickups */
1662 continue; 1369 continue;
1663 } 1370 }
1664 } 1371 }
1665 } /* the new pickup model */ 1372 } /* the new pickup model */
1666 } 1373 }
1374
1667 return !stop; 1375 return !stop;
1668} 1376}
1669 1377
1670/* 1378/*
1671 * Find an arrow in the inventory and after that 1379 * Find an arrow in the inventory and after that
1673 * found object is returned. 1381 * found object is returned.
1674 */ 1382 */
1675object * 1383object *
1676find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1677{ 1385{
1678 object *tmp = NULL; 1386 object *tmp = 0;
1679 1387
1680 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1681 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1682 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1683 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1684 return op; 1392 return op;
1393
1685 return tmp; 1394 return tmp;
1686} 1395}
1687 1396
1688/* 1397/*
1689 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * 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 1399 * 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 1400 * 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. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1693 */ 1402 */
1694
1695object * 1403object *
1696find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1697{ 1405{
1698 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1699 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1770 1478
1771object * 1479object *
1772pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1773{ 1481{
1774 object *tmp = NULL; 1482 object *tmp = NULL;
1775 mapstruct *m; 1483 maptile *m;
1776 int i, mflags, found, number; 1484 int i, mflags, found, number;
1777 sint16 x, y; 1485 sint16 x, y;
1778 1486
1779 if (op->map == NULL) 1487 if (op->map == NULL)
1780 return find_arrow (op, type); 1488 return find_arrow (op, type);
1840 */ 1548 */
1841int 1549int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1551{
1844 object *left, *bow; 1552 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1553 int bowspeed, mflags;
1847 mapstruct *m; 1554 maptile *m;
1848 1555
1849 if (!dir) 1556 if (!dir)
1850 { 1557 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1559 return 0;
1853 } 1560 }
1561
1854 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1563 bow = op->contr->ranges[range_bow];
1856 else 1564 else
1857 { 1565 {
1858 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1866 { 1574 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1576 return 0;
1869 } 1577 }
1870 } 1578 }
1579
1871 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1872 { 1581 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1583 return 0;
1875 } 1584 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1587
1879 /* penalize ROF for bestarrow */ 1588 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1882 if (bowspeed < 1) 1592 if (bowspeed < 1)
1883 bowspeed = 1; 1593 bowspeed = 1;
1884 1594
1885 if (arrow == NULL) 1595 if (arrow == NULL)
1886 { 1596 {
1892 else 1602 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1604 return 0;
1895 } 1605 }
1896 } 1606 }
1607
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1610 return 0;
1901 } 1611
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1613 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1615 return 0;
1906 } 1616 }
1907 1617
1908 /* this should not happen, but sometimes does */ 1618 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1619 if (arrow->nrof == 0)
1910 { 1620 {
1911 remove_ob (arrow); 1621 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1622 return 0;
1914 } 1623 }
1915 1624
1916 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1627 if (!arrow)
1920 { 1628 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1630 return 0;
1923 } 1631 }
1924 set_owner (arrow, op); 1632
1633 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1635 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1636
1931 if (op->type == PLAYER) 1637 if (op->type == PLAYER)
1932 { 1638 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1640 op->update_stats ();
1935 } 1641 }
1936 1642
1937 SET_ANIMATION (arrow, arrow->direction); 1643 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1645 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1646 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1647 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1648 arrow->spellarg = strdup (arrow->slaying);
1943 1649
1944 /* Note that this was different for monsters - they got their level 1650 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1651 * added to the damage. I think the strength bonus is more proper.
1946 */ 1652 */
1947 1653
1949 1655
1950 /* update the speed */ 1656 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1657 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; 1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1659
1954 if (arrow->speed < 1.0) 1660 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1661 arrow->speed_left = 0;
1958 1662
1959 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1960 { 1664 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1670 }
1967 else 1671 else
1968 { 1672 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1673 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1674 arrow->level = op->level;
1972 } 1675 }
1676
1973 if (arrow->attacktype == AT_PHYSICAL) 1677 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679
1975 if (bow->slaying != NULL) 1680 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1681 arrow->slaying = bow->slaying;
1977 1682
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1683 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1685
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1687 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1688
1986 if (!was_destroyed (arrow, tag)) 1689 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1690 move_arrow (arrow);
1988 1691
1989 if (op->type == PLAYER) 1692 if (op->type == PLAYER)
1990 { 1693 {
1991 if (was_destroyed (left, left_tag)) 1694 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1695 esrv_del_item (op->contr, left->count);
1993 else 1696 else
1994 esrv_send_item (op, left); 1697 esrv_send_item (op, left);
1995 } 1698 }
1699
1996 return 1; 1700 return 1;
1997} 1701}
1998 1702
1999/* Special fire code for players - this takes into 1703/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1704 * account the special fire modes players can have
2014 } 1718 }
2015 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1719 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2016 { 1720 {
2017 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2018 wcmod = -1; 1722 wcmod = -1;
1723
2019 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1724 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2020 } 1725 }
2021 else if (op->contr->bowtype == bow_threewide) 1726 else if (op->contr->bowtype == bow_threewide)
2022 { 1727 {
2023 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2093 1798
2094 if (item->arch) 1799 if (item->arch)
2095 { 1800 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1801 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1802 item->face = item->arch->clone.face;
2098 item->speed = 0; 1803 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1804 }
1805
2101 if ((tmp = is_player_inv (item))) 1806 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1807 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1808 }
2104 } 1809 }
2105 else if (item->type == ROD || item->type == HORN) 1810 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1811 drain_rod_charge (item);
2108 }
2109 } 1812 }
2110} 1813}
2111 1814
2112/* Received a fire command for the player - go and do it. 1815/* Received a fire command for the player - go and do it.
2113 */ 1816 */
2136 case range_misc: 1839 case range_misc:
2137 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
2138 return; 1841 return;
2139 1842
2140 case range_golem: /* Control summoned monsters from scrolls */ 1843 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) 1844 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1845 {
2143 op->contr->ranges[range_golem] = NULL; 1846 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1847 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1848 }
2147 else 1849 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1850 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1851 return;
2150 1852
2153 { 1855 {
2154 if (op->type == PLAYER) 1856 if (op->type == PLAYER)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2156 return; 1858 return;
2157 } 1859 }
1860
2158 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1861 do_skill (op, op, op->chosen_skill, dir, NULL);
2159 return; 1862 return;
2160 case range_builder: 1863 case range_builder:
2161 apply_map_builder (op, dir); 1864 apply_map_builder (op, dir);
2162 return; 1865 return;
2163 default: 1866 default:
2164 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2165 return; 1868 return;
2166 } 1869 }
2167} 1870}
2168
2169
2170 1871
2171/* find_key 1872/* find_key
2172 * We try to find a key for the door as passed. If we find a key 1873 * 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 1874 * and successfully use it, we return the key, otherwise NULL
2174 * This function merges both normal and locked door, since the logic 1875 * This function merges both normal and locked door, since the logic
2176 * pl is the player, 1877 * pl is the player,
2177 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
2178 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
2179 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
2180 */ 1881 */
2181
2182object * 1882object *
2183find_key (object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
2184{ 1884{
2185 object *tmp, *key; 1885 object *tmp, *key;
2186 1886
2187 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
2188 if (container->inv == NULL) 1888 if (!container->inv)
2189 return NULL; 1889 return 0;
2190 1890
2191 /* First, lets try to find a key in the top level inventory */ 1891 /* First, lets try to find a key in the top level inventory */
2192 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2193 { 1893 {
2194 if (door->type == DOOR && tmp->type == KEY) 1894 if (door->type == DOOR && tmp->type == KEY)
2195 break; 1895 break;
2196 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
2197 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
2198 */ 1898 */
2199 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2200 break; 1900 break;
2201 } 1901 }
1902
2202 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
2203 /* If we find and use a key in an inventory, return at that time. 1904 /* 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 1905 * otherwise, if we search all the inventories and still don't find
2205 * a key, return 1906 * a key, return
2206 */ 1907 */
2207 if (!tmp) 1908 if (!tmp)
2208 { 1909 {
2209 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2210 { 1911 {
2211 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
2212 if (tmp->type == CONTAINER && tmp->inv) 1913 if (tmp->type == CONTAINER && tmp->inv)
2213 { 1914 {
2214 if ((key = find_key (pl, tmp, door)) != NULL) 1915 if ((key = find_key (pl, tmp, door)))
2215 return key; 1916 return key;
2216 } 1917 }
2217 } 1918 }
1919
2218 if (!tmp) 1920 if (!tmp)
2219 return NULL; 1921 return NULL;
2220 } 1922 }
1923
2221 /* We get down here if we have found a key. Now if its in a container, 1924 /* 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 1925 * see if we actually want to use it
2223 */ 1926 */
2224 if (pl != container) 1927 if (pl != container)
2225 { 1928 {
2246 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1949 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)); 1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2248 return NULL; 1951 return NULL;
2249 } 1952 }
2250 } 1953 }
1954
2251 return tmp; 1955 return tmp;
2252} 1956}
2253 1957
2254/* moved door processing out of move_player_attack. 1958/* moved door processing out of move_player_attack.
2255 * returns 1 if player has opened the door with a key 1959 * returns 1 if player has opened the door with a key
2257 * 0 otherwise 1961 * 0 otherwise
2258 */ 1962 */
2259static int 1963static int
2260player_attack_door (object *op, object *door) 1964player_attack_door (object *op, object *door)
2261{ 1965{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1966 /* 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 - 1967 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1968 * otherwise, we fall through to the rest of the code.
2266 */ 1969 */
2267 object *key = find_key (op, op, door); 1970 object *key = find_key (op, op, door);
2274 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2275 if (action_makes_visible (op)) 1978 if (action_makes_visible (op))
2276 make_visible (op); 1979 make_visible (op);
2277 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2278 spring_trap (door->inv, op); 1981 spring_trap (door->inv, op);
1982
2279 if (door->type == DOOR) 1983 if (door->type == DOOR)
2280 {
2281 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2282 }
2283 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2284 { 1986 {
2285 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1987 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 ;-) */ 1988 remove_door2 (door); /* remove door without violence ;-) */
2287 } 1989 }
1990
2288 /* Do this after we print the message */ 1991 /* Do this after we print the message */
2289 decrease_ob (key); /* Use up one of the keys */ 1992 decrease_ob (key); /* Use up one of the keys */
2290 /* Need to update the weight the container the key was in */ 1993 /* Need to update the weight the container the key was in */
2291 if (container != op) 1994 if (container != op)
2292 esrv_update_item (UPD_WEIGHT, op, container); 1995 esrv_update_item (UPD_WEIGHT, op, container);
1996
2293 return 1; /* Nothing more to do below */ 1997 return 1; /* Nothing more to do below */
2294 } 1998 }
2295 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2296 { 2000 {
2297 /* Might as well return now - no other way to open this */ 2001 /* Might as well return now - no other way to open this */
2298 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2002 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2299 return 1; 2003 return 1;
2300 } 2004 }
2005
2301 return 0; 2006 return 0;
2302} 2007}
2303 2008
2304/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2305 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2309 */ 2014 */
2310
2311void 2015void
2312move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2313{ 2017{
2314 object *tmp, *mon; 2018 object *tmp, *mon;
2315 sint16 nx, ny; 2019 sint16 nx, ny;
2316 int on_battleground; 2020 int on_battleground;
2317 mapstruct *m; 2021 maptile *m;
2318 2022
2319 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2321 2025
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2323 2027
2324 /* If braced, or can't move to the square, and it is not out of the 2028 /* 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 2029 * 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 2030 * 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 2031 * player. This is a pretty nasty hack, because if we could
2332 */ 2036 */
2333 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2334 { 2038 {
2335 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2336 { 2040 {
2337 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2338 if (!m) 2042 if (!m)
2339 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2340 } 2044 }
2341 else 2045 else
2342 m = op->map; 2046 m = op->map;
2343 2047
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 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; 2049 return;
2348 }
2349 2050
2350 mon = NULL; 2051 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* 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. 2053 * 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 2054 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2055 * on the space
2355 */ 2056 */
2356 while (tmp != NULL) 2057 while (tmp)
2357 { 2058 {
2358 if (tmp == op) 2059 if (tmp == op)
2359 { 2060 {
2360 tmp = tmp->above; 2061 tmp = tmp->above;
2361 continue; 2062 continue;
2362 } 2063 }
2064
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2066 {
2365 mon = tmp; 2067 mon = tmp;
2366 break; 2068 break;
2367 } 2069 }
2070
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2072 mon = tmp;
2073
2370 tmp = tmp->above; 2074 tmp = tmp->above;
2371 } 2075 }
2372 2076
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2078 return; /* into a wall */
2375 2079
2376 if (mon->head != NULL) 2080 if (mon->head)
2377 mon = mon->head; 2081 mon = mon->head;
2378 2082
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2381 return; 2085 return;
2393 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2394 */ 2098 */
2395 if ((op->type == PLAYER) 2099 if ((op->type == PLAYER)
2396#if COZY_SERVER 2100#if COZY_SERVER
2397 && 2101 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2102 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2104#else
2401 && get_owner (mon) == op 2105 && mon->owner == op
2402#endif 2106#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2108 {
2405 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2110 if (op->contr->braced)
2407 return; 2111 return;
2112
2408 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2409 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2410 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2411 make_visible (op); 2116 make_visible (op);
2117
2412 return; 2118 return;
2413 } 2119 }
2414 2120
2415 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2416 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2418 * attack them either. 2124 * attack them either.
2419 */ 2125 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2129 (op->contr->peaceful
2424 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2425 && mon->contr-> 2131 && mon->contr->
2426 peaceful)) && 2132 peaceful)) &&
2427#else 2133#else
2428 op->contr->peaceful && 2134 op->contr->peaceful &&
2429#endif 2135#endif
2430 !on_battleground)) 2136 !on_battleground))
2431 { 2137 {
2432 if (!op->contr->braced) 2138 if (!op->contr->braced)
2433 { 2139 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2436 } 2142 }
2437 else 2143 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2145
2441 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2147 make_visible (op);
2443 } 2148 }
2444 2149
2445 /* If the object is a boulder or other rollable object, then 2150 /* 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 2161 * 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: 2162 * 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 2163 * 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. 2164 * that party_number -1 is no party, so attacks can still happen.
2460 */ 2165 */
2461
2462 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 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))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2464 { 2168 {
2465 2169
2466 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2178
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2180 }
2477 2181
2478 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2479 2183
2480 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2187 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2190 {
2487 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2488 2192
2489 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2492 } 2196 }
2197
2493 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2494 make_visible (op); 2199 make_visible (op);
2495 } 2200 }
2496 } /* if player should attack something */ 2201 } /* if player should attack something */
2497} 2202}
2499int 2204int
2500move_player (object *op, int dir) 2205move_player (object *op, int dir)
2501{ 2206{
2502 int pick; 2207 int pick;
2503 2208
2504 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2505 return 0; 2210 return 0;
2506 2211
2507 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2508 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2509 { 2214 {
2510 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2511 return 0; 2216 return 0;
2512 } 2217 }
2513 2218
2514 /* peterm: added following line */ 2219 /* peterm: added following line */
2515 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2516 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2517 2222
2518 op->facing = dir; 2223 op->facing = dir;
2519 2224
2520 if (op->hide) 2225 if (op->hide)
2521 do_hidden_move (op); 2226 do_hidden_move (op);
2532 2237
2533 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2239 * server can handle repeat firing.
2535 */ 2240 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2242 op->direction = dir;
2539 }
2540 else 2243 else
2541 {
2542 op->direction = 0; 2244 op->direction = 0;
2543 } 2245
2544 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2248 * for players.
2547 */ 2249 */
2548 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2557 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2558 */ 2260 */
2559int 2261int
2560handle_newcs_player (object *op) 2262handle_newcs_player (object *op)
2561{ 2263{
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)) 2264 if (QUERY_FLAG (op, FLAG_SCARED))
2583 { 2265 {
2584 flee_player (op); 2266 flee_player (op);
2585 /* If player is still scared, that is his action for this tick */ 2267 /* If player is still scared, that is his action for this tick */
2586 if (QUERY_FLAG (op, FLAG_SCARED)) 2268 if (QUERY_FLAG (op, FLAG_SCARED))
2593 /* I've been seeing crashes where the golem has been destroyed, but 2275 /* 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 2276 * 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 2277 * 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. 2278 * put this in a a workaround to clean up the golem pointer.
2597 */ 2279 */
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))) 2280 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2281 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2282
2605 /* call this here - we also will call this in do_ericserver, but 2283 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2284 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2285 * called, so we recheck it here.
2608 */ 2286 */
2609 HandleClient (&op->contr->socket, op->contr); 2287 if (op->contr->ns->handle_command ())
2288 return 1;
2289
2610 if (op->speed_left < 0) 2290 if (op->speed_left > 0)
2611 return 0; 2291 {
2612
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2292 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2293 {
2615 /* All move commands take 1 tick, at least for now */ 2294 /* All move commands take 1 tick, at least for now */
2616 op->speed_left--; 2295 op->speed_left--;
2617 2296
2618 /* Instead of all the stuff below, let move_player take care 2297 /* Instead of all the stuff below, let move_player take care
2619 * of it. Also, some of the skill stuff is only put in 2298 * of it. Also, some of the skill stuff is only put in
2620 * there, as well as the confusion stuff. 2299 * there, as well as the confusion stuff.
2621 */ 2300 */
2622 move_player (op, op->direction); 2301 move_player (op, op->direction);
2623 if (op->speed_left > 0) 2302
2624 return 1; 2303 return op->speed_left > 0;
2625 else 2304 }
2626 return 0;
2627 } 2305 }
2306
2628 return 0; 2307 return 0;
2629} 2308}
2630 2309
2631int 2310int
2632save_life (object *op) 2311save_life (object *op)
2633{ 2312{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2313 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2314 return 0;
2638 2315
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2316 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2317 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2318 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2319 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)); 2320 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2321
2644 if (op->contr) 2322 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2323 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2324
2647 free_object (tmp); 2325 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2326 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327
2649 if (op->stats.hp < 0) 2328 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2329 op->stats.hp = op->stats.maxhp;
2330
2651 if (op->stats.food < 0) 2331 if (op->stats.food < 0)
2652 op->stats.food = 999; 2332 op->stats.food = 999;
2653 fix_player (op); 2333
2334 op->update_stats ();
2654 return 1; 2335 return 1;
2655 } 2336 }
2337
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2338 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2339 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2340 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2341 return 0;
2660} 2342}
2665 * from. 2347 * from.
2666 */ 2348 */
2667void 2349void
2668remove_unpaid_objects (object *op, object *env) 2350remove_unpaid_objects (object *op, object *env)
2669{ 2351{
2670 object *next;
2671
2672 while (op) 2352 while (op)
2673 { 2353 {
2674 next = op->below; /* Make sure we have a good value, in case 2354 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2355
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2357 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2358 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2359 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2360
2361 op->insert_at (env);
2685 } 2362 }
2686 else if (op->inv) 2363 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2364 remove_unpaid_objects (op->inv, env);
2365
2688 op = next; 2366 op = next;
2689 } 2367 }
2690} 2368}
2691
2692 2369
2693/* 2370/*
2694 * Returns pointer a static string containing gravestone text 2371 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2372 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2373 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2384 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2386 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2387 else
2711 sprintf (buf, "%s\n", &op->name); 2388 sprintf (buf, "%s\n", &op->name);
2389
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2391 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2392 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2393 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2394 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2395 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2396
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2397 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2398 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2721 { 2400 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2401 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2402 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2403 strcat (buf2, buf);
2725 } 2404 }
2405
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2406 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2408 strcat (buf2, buf);
2409
2729 return buf2; 2410 return buf2;
2730} 2411}
2731
2732
2733 2412
2734void 2413void
2735do_some_living (object *op) 2414do_some_living (object *op)
2736{ 2415{
2737 int last_food = op->stats.food; 2416 int last_food = op->stats.food;
2743 int rate_grace = 2000; 2422 int rate_grace = 2000;
2744 const int max_hp = 1; 2423 const int max_hp = 1;
2745 const int max_sp = 1; 2424 const int max_sp = 1;
2746 const int max_grace = 1; 2425 const int max_grace = 1;
2747 2426
2427 if (op->contr->hidden)
2428 {
2429 op->invisible = 1000;
2430 /* the socket code flashes the player visible/invisible
2431 * depending on the value of invisible, so we need to
2432 * alternate it here for it to work correctly.
2433 */
2434 if (pticks & 2)
2435 op->invisible--;
2436 }
2437 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2438 {
2439 if (!op->invisible--)
2440 {
2441 make_visible (op);
2442 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443 }
2444 }
2445
2748 if (op->contr->outputs_sync) 2446 if (op->contr->outputs_sync)
2749 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2447 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) 2448 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]); 2449 flush_output_element (op, &op->contr->outputs[i]);
2753 }
2754 2450
2755 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2756 { 2452 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2457 else
2763 { 2458 {
2764 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2461 }
2462
2767 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2465 else
2770 { 2466 {
2771 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2469 }
2470
2774 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2473 else
2777 { 2474 {
2778 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2493 op->stats.food = last_food;
2797 } 2494 }
2798 } 2495 }
2496
2799 if (max_sp > 1) 2497 if (max_sp > 1)
2800 { 2498 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2500 if (over_sp > 0)
2803 { 2501 {
2804 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2805 { 2503 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2507 op->stats.sp--;
2508
2809 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2811 } 2511 }
2812 op->last_sp = 0; 2512 op->last_sp = 0;
2813 } 2513 }
2814 else 2514 else
2815 {
2816 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);
2817 }
2818 } 2516 }
2819 else 2517 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2519 }
2824 2520
2825 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2828 { 2524 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2831 if (max_grace > 1) 2528 if (max_grace > 1)
2832 { 2529 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2531 if (over_grace > 0)
2835 { 2532 {
2863 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2562 op->stats.food = last_food;
2866 } 2563 }
2867 } 2564 }
2565
2868 if (max_hp > 1) 2566 if (max_hp > 1)
2869 { 2567 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2569 if (over_hp > 0)
2872 { 2570 {
2896 2594
2897 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2597 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2901 /* dms do not consume food */ 2600 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2602 op->stats.food--;
2904 } 2603 }
2905 }
2906 2604
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2606 {
2909 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2910 2608
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2610 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2618 break;
2921 } 2619 }
2922 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2923 flesh = tmp; 2621 flesh = tmp;
2924 } /* End if paid for object */ 2622 } /* End if paid for object */
2925 } /* end of for loop */ 2623 } /* end of for loop */
2624
2926 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2626 * eat flesh instead.
2928 */ 2627 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2629 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2933 } 2632 }
2934 } /* end if player is starving */ 2633 }
2935 2634
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2938 2637
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2639 kill_player (op);
2640 }
2941} 2641}
2942
2943
2944 2642
2945/* If the player should die (lack of hp, food, etc), we call this. 2643/* 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 2644 * 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 2645 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2646 * file.
2952{ 2650{
2953 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2954 int x, y; 2652 int x, y;
2955 2653
2956 //int i; 2654 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2958 2656
2959 /* int z; 2657 /* int z;
2960 int num_stats_lose; 2658 int num_stats_lose;
2961 int lost_a_stat; 2659 int lost_a_stat;
2962 int lose_this_stat; 2660 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 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..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2678
2981 /* restore player */ 2679 /* restore player */
2982 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2682 {
2986 remove_ob (tmp); 2683 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2685 }
2990 2686
2991 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2689 {
2995 remove_ob (tmp); 2690 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2692 }
2999 2693
3000 cure_disease (op, 0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2697 op->stats.food = 999;
3004 2698
3005 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2701 {
3009 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2703 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " 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); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2707 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
3017 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2711 }
3020 2712
3021 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2715 op->contr->braced = 0;
3028 2720
3029 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
3030 2722
3031 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
3032 { 2724 {
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); 2725 sprintf (buf, "%s starved to death.", &op->name);
3041 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3042 } 2727 }
3043 else 2728 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); 2729 sprintf (buf, "%s died.", &op->name);
3053 } 2730
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2732
3056 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3057 x = op->x; 2734 x = op->x;
3058 y = op->y; 2735 y = op->y;
3059 map = op->map; 2736 map = op->map;
3060 2737
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2739 * 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. 2740 * See the config.h file for a little more in depth detail about this.
3067 */ 2741 */
3068 2742
3069 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2745 * of death.
3072 */ 2746 */
3073#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3075 { 2749 {
3076 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2752 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2755 little bit harder. */
3082 /* GD */ 2756 /* GD */
3083 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2758 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2759 else
3089 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3090 num_stats_lose = 1; 2763 num_stats_lose = 1;
3091 } 2764
3092 lost_a_stat = 0; 2765 lost_a_stat = 0;
3093 2766
3094 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3095 { 2768 {
3096 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3097 2770
3098 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3099 { 2772 {
3100 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2774 * what he lost.
3102 */ 2775 */
3103 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
3109 } 2794 }
3110 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3111 { 2797 {
3112 /* deplete a stat */ 2798 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3114 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3115 2801 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2802 {
3119 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3121 } 2805
3122 lose_this_stat = 1; 2806 /* 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) 2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2812 {
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; 2813 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2815 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 } 2816 }
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 */ 2817 else
3164 if (this_stat >= -50)
3165 { 2818 {
3166 change_attr_value (&(dep->stats), i, -1); 2819 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; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2824 }
3172 } 2825 }
3173 } 2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
3174 } 2845 }
2846 }
2847 }
3175 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2849 if (!lost_a_stat)
3177 { 2850 {
3178 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3181 2854
3182 if (god && (strcmp (god, "none"))) 2855 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); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2857 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2859 }
2860#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2862#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 2863
3190 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2865 * exp loss on the stone.
3192 */ 2866 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2869 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2871 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); 2872 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; 2873 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2876
3203 /**************************************/ 2877 /**************************************/
3204 /* */ 2878 /* */
3205 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3208 /* */ 2882 /* */
3209
3210 /**************************************/ 2883 /**************************************/
3211 2884
3212 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2886 /* restore player */
3214 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
2889
3216 if (tmp) 2890 if (tmp)
3217 { 2891 {
3218 remove_ob (tmp); 2892 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2894 }
3222 2895
3223 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2898 if (tmp)
3226 { 2899 {
3227 remove_ob (tmp); 2900 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2902 }
2903
3231 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3232 2905
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3236 op->stats.food = 900; 2909 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2913
3241 /* 2914 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2915 * 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 2916 * and put them back in the map.
3244 * in the map. 2917 */
3245 */
3246
3247 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2918 remove_unpaid_objects (op->inv, op);
3249 2919
3250 /****************************************/ 2920 /****************************************/
3251 /* */ 2921 /* */
3252 /* Move player to his current respawn- */ 2922 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2923 /* position (usually last savebed) */
3254 /* */ 2924 /* */
3255
3256 /****************************************/ 2925 /****************************************/
3257 2926
3258 enter_player_savebed (op); 2927 enter_player_savebed (op);
3259 2928
3260 /* Save the player before inserting the force to reduce
3261 * chance of abuse.
3262 */
3263 op->contr->braced = 0; 2929 op->contr->braced = 0;
3264 save_player (op, 1);
3265 2930
3266 /* it is possible that the player has blown something up 2931 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2932 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2933 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2934 * on the space that might harm the player.
3270 */ 2935 */
3271 will_kill_again = 0; 2936 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2937 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 2938 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 2939 will_kill_again |= tmp->attacktype;
3276 } 2940
3277 if (will_kill_again) 2941 if (will_kill_again)
3278 { 2942 {
3279 object *force; 2943 object *force;
3280 int at; 2944 int at;
3281 2945
3282 force = get_archetype (FORCE_NAME); 2946 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 2947 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 2948 force->speed = 0.1;
3285 force->speed_left = -5.0; 2949 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 2950 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 2951 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 2952 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 2953 force->resist[at] = 100;
3291 } 2954
3292 insert_ob_in_ob (force, op); 2955 insert_ob_in_ob (force, op);
3293 fix_player (op); 2956 op->update_stats ();
3294 2957
3295 } 2958 }
3296 2959
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2960 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} 2961}
3366
3367 2962
3368void 2963void
3369loot_object (object *op) 2964loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 2965{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 2966 object *tmp, *tmp2, *next;
3372 2967
3373 if (op->container) 2968 op->close_container (); /* close open sack first */
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container);
3376 }
3377 2969
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3379 { 2971 {
3380 next = tmp->below; 2972 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3382 continue; 2975 continue;
3383 remove_ob (tmp); 2976
2977 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
2979
3385 if (tmp->type == CONTAINER) 2980 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 2981 loot_object (tmp); /* empty container to ground */
3387 loot_object (tmp); 2982
3388 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3390 { 2984 {
3391 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
3392 { 2986 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 2988 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 2990 }
3397 else 2991 else
3398 free_object (tmp); 2992 tmp->destroy ();
3399 } 2993 }
3400 else 2994 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 2996 }
3403} 2997}
3405/* 2999/*
3406 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
3407 * what needs to be fixed. Refresh windows and fix speed if anything 3001 * what needs to be fixed. Refresh windows and fix speed if anything
3408 * was changed. 3002 * was changed.
3409 */ 3003 */
3410
3411void 3004void
3412fix_weight (void) 3005fix_weight (void)
3413{ 3006{
3414 player *pl; 3007 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3008 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3009 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3010
3420 if (old == sum) 3011 if (old == sum)
3421 continue; 3012 continue;
3422 fix_player (pl->ob); 3013 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3014 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3015 }
3425} 3016}
3426 3017
3427void 3018void
3428fix_luck (void) 3019fix_luck (void)
3429{ 3020{
3430 player *pl; 3021 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3022 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3023 pl->ob->change_luck (0);
3435} 3024}
3436
3437 3025
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3026/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3027 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3028 * just treat this as any other spell casting object.
3441 */ 3029 */
3442
3443void 3030void
3444cast_dust (object *op, object *throw_ob, int dir) 3031cast_dust (object *op, object *throw_ob, int dir)
3445{ 3032{
3446 object *skop, *spob; 3033 object *skop, *spob;
3447 3034
3468 if (op->type == PLAYER) 3055 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3057
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3058 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3059
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3060 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3061}
3477 3062
3478void 3063void
3479make_visible (object *op) 3064make_visible (object *op)
3480{ 3065{
3483 if (op->type == PLAYER) 3068 if (op->type == PLAYER)
3484 { 3069 {
3485 op->contr->tmp_invis = 0; 3070 op->contr->tmp_invis = 0;
3486 op->contr->invis_race = 0; 3071 op->contr->invis_race = 0;
3487 } 3072 }
3073
3488 update_object (op, UP_OBJ_FACE); 3074 update_object (op, UP_OBJ_CHANGE);
3489} 3075}
3490 3076
3491int 3077int
3492is_true_undead (object *op) 3078is_true_undead (object *op)
3493{ 3079{
3494 object *tmp = NULL;
3495
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3081 return 1;
3498 3082
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; 3083 return 0;
3505} 3084}
3506 3085
3507/* look at the surrounding terrain to determine 3086/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3087 * the hideability of this object. Positive levels
3564 3143
3565 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3144 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3566 3145
3567 /* its *extremely* hard to run and sneak/hide at the same time! */ 3146 /* its *extremely* hard to run and sneak/hide at the same time! */
3568 if (op->type == PLAYER && op->contr->run_on) 3147 if (op->type == PLAYER && op->contr->run_on)
3569 {
3570 if (!skop || num >= skop->level) 3148 if (!skop || num >= skop->level)
3571 { 3149 {
3572 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3573 make_visible (op); 3151 make_visible (op);
3574 return; 3152 return;
3575 } 3153 }
3576 else 3154 else
3577 num += 20; 3155 num += 20;
3578 } 3156
3579 num += op->map->difficulty; 3157 num += op->map->difficulty;
3580 hide = hideability (op); /* modify by terrain hidden level */ 3158 hide = hideability (op); /* modify by terrain hidden level */
3581 num -= hide; 3159 num -= hide;
3160
3582 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3161 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3583 { 3162 {
3584 make_visible (op); 3163 make_visible (op);
3585 if (op->type == PLAYER) 3164 if (op->type == PLAYER)
3586 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3165 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3587 } 3166 }
3588 else if (op->type == PLAYER && skop) 3167 else if (op->type == PLAYER && skop)
3589 {
3590 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3168 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3591 }
3592} 3169}
3593 3170
3594/* determine if who is standing near a hostile creature. */ 3171/* determine if who is standing near a hostile creature. */
3595 3172
3596int 3173int
3597stand_near_hostile (object *who) 3174stand_near_hostile (object *who)
3598{ 3175{
3599 object *tmp = NULL; 3176 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3177 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3178 maptile *m;
3602 sint16 x, y; 3179 sint16 x, y;
3603 3180
3604 if (!who) 3181 if (!who)
3605 return 0; 3182 return 0;
3606 3183
3623 if (mflags & P_OUT_OF_MAP) 3200 if (mflags & P_OUT_OF_MAP)
3624 continue; 3201 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3202 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3203 continue;
3627 3204
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3205 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3206 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3207 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3208 return 1;
3632 else if (tmp->type == PLAYER) 3209 else if (tmp->type == PLAYER)
3633 { 3210 {
3663 if (pl->type != PLAYER) 3240 if (pl->type != PLAYER)
3664 { 3241 {
3665 LOG (llevError, "player_can_view() called for non-player object\n"); 3242 LOG (llevError, "player_can_view() called for non-player object\n");
3666 return -1; 3243 return -1;
3667 } 3244 }
3245
3668 if (!pl || !op) 3246 if (!pl || !op)
3669 return 0; 3247 return 0;
3670 3248
3671 if (op->head)
3672 {
3673 op = op->head; 3249 op = op->head_ ();
3674 } 3250
3675 get_rangevector (pl, op, &rv, 0x1); 3251 get_rangevector (pl, op, &rv, 0x1);
3676 3252
3677 /* starting with the 'head' part, lets loop 3253 /* starting with the 'head' part, lets loop
3678 * through the object and find if it has any 3254 * through the object and find if it has any
3679 * part that is in the los array but isnt on 3255 * part that is in the los array but isnt on
3687 3263
3688 /* only the viewable area the player sees is updated by LOS 3264 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3265 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3266 * for any meaningful values.
3691 */ 3267 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3268 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3269 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3270 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3271 return 1;
3696 op = op->more; 3272 op = op->more;
3697 } 3273 }
3698 return 0; 3274 return 0;
3699} 3275}
3796 char buf[MAX_BUF]; /* tmp. string buffer */ 3372 char buf[MAX_BUF]; /* tmp. string buffer */
3797 int i = 0, j = 0; 3373 int i = 0, j = 0;
3798 3374
3799 /* get the appropriate treasurelist */ 3375 /* get the appropriate treasurelist */
3800 if (atnr == ATNR_FIRE) 3376 if (atnr == ATNR_FIRE)
3801 trlist = find_treasurelist ("dragon_ability_fire"); 3377 trlist = treasurelist::find ("dragon_ability_fire");
3802 else if (atnr == ATNR_COLD) 3378 else if (atnr == ATNR_COLD)
3803 trlist = find_treasurelist ("dragon_ability_cold"); 3379 trlist = treasurelist::find ("dragon_ability_cold");
3804 else if (atnr == ATNR_ELECTRICITY) 3380 else if (atnr == ATNR_ELECTRICITY)
3805 trlist = find_treasurelist ("dragon_ability_elec"); 3381 trlist = treasurelist::find ("dragon_ability_elec");
3806 else if (atnr == ATNR_POISON) 3382 else if (atnr == ATNR_POISON)
3807 trlist = find_treasurelist ("dragon_ability_poison"); 3383 trlist = treasurelist::find ("dragon_ability_poison");
3808 3384
3809 if (trlist == NULL || who->type != PLAYER) 3385 if (trlist == NULL || who->type != PLAYER)
3810 return; 3386 return;
3811 3387
3812 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3388 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3813 3389
3814 if (tr == NULL || tr->item == NULL) 3390 if (!tr || !tr->item)
3815 { 3391 {
3816 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3392 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3817 return; 3393 return;
3818 } 3394 }
3819 3395
3885 { 3461 {
3886 /* forces in the treasurelist can alter the player's stats */ 3462 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3463 object *skin;
3888 3464
3889 /* first get the dragon skin force */ 3465 /* first get the dragon skin force */
3466 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); 3467 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3468 ;
3469
3891 if (skin == NULL) 3470 if (!skin)
3892 return; 3471 return;
3893 3472
3894 /* adding new spellpath attunements */ 3473 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3474 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3475 {
3941 * not readied. 3520 * not readied.
3942 */ 3521 */
3943void 3522void
3944player_unready_range_ob (player *pl, object *ob) 3523player_unready_range_ob (player *pl, object *ob)
3945{ 3524{
3946 rangetype i;
3947
3948 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3525 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3949 {
3950 if (pl->ranges[i] == ob) 3526 if (pl->ranges[i] == ob)
3951 { 3527 {
3952 pl->ranges[i] = NULL; 3528 pl->ranges[i] = 0;
3953 if (pl->shoottype == i) 3529 if (pl->shoottype == i)
3954 {
3955 pl->shoottype = range_none; 3530 pl->shoottype = range_none;
3956 }
3957 } 3531 }
3958 }
3959} 3532}
3533
3534sint8
3535player::visibility_at (maptile *map, int x, int y) const
3536{
3537 if (!ns)
3538 return 0;
3539
3540 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0;
3543
3544 x += dx - ns->current_x + ns->mapx / 2;
3545 y += dy - ns->current_y + ns->mapy / 2;
3546
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y];
3551}

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