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Comparing deliantra/server/server/player.C (file contents):
Revision 1.27 by root, Wed Sep 27 00:36:09 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;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 369
335 if (p->socket.faces_sent == NULL) 370 pl->ob->roll_stats ();
336 fatal (OUT_OF_MEMORY); 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
337 373
338 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
339 /* Needed because the socket we just copied over needs to be cleared.
340 * Note that this can result in a client reset if there is partial data
341 * on the uncoming socket.
342 */
343 p->socket.inbuf.len = 0;
344 set_first_map (p->ob); 374 set_first_map (pl->ob);
345 375
346 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
347 add_friendly_object (p->ob);
348 send_rules (p->ob);
349 send_news (p->ob);
350 display_motd (p->ob);
351 get_name (p->ob);
352
353 return 0; 376 return pl;
354} 377}
355 378
356/* 379/*
357 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
358 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
367 { 390 {
368 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
369 at = first_archetype; 392 at = first_archetype;
370 else 393 else
371 at = at->next; 394 at = at->next;
395
372 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
373 return at; 397 return at;
398
374 if (at == start) 399 if (at == start)
375 { 400 {
376 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
377 exit (-1); 402 exit (-1);
378 } 403 }
379 } 404 }
380} 405}
381 406
382
383object * 407object *
384get_nearest_player (object *mon) 408get_nearest_player (object *mon)
385{ 409{
386 object *op = NULL; 410 object *op = NULL;
387 player *pl = NULL;
388 objectlink *ol; 411 objectlink *ol;
389 unsigned lastdist; 412 unsigned lastdist;
390 rv_vector rv; 413 rv_vector rv;
391 414
392 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
393 { 416 {
394 /* 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
395 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
396 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
397 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
401 object *tmp = ol->ob; 424 object *tmp = ol->ob;
402 425
403 /* 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
404 * itself will have been cleared. 427 * itself will have been cleared.
405 */ 428 */
406 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 ());
407 ol = ol->next; 431 ol = ol->next;
408 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
409 if (!ol) 433 if (!ol)
410 return op; 434 return op;
411 } 435 }
424 { 448 {
425 op = ol->ob; 449 op = ol->ob;
426 lastdist = rv.distance; 450 lastdist = rv.distance;
427 } 451 }
428 } 452 }
429 for (pl = first_player; pl != NULL; pl = pl->next) 453
430 { 454 for_all_players (pl)
431 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
432 {
433
434 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
435 { 457 {
436 op = pl->ob; 458 op = pl->ob;
437 lastdist = rv.distance; 459 lastdist = rv.distance;
438 } 460 }
439 } 461
440 }
441#if 0 462#if 0
442 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)");
443#endif 464#endif
444 return op; 465 return op;
445} 466}
463 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
464 * 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
465 * is probably not a good thing. 486 * is probably not a good thing.
466 */ 487 */
467#define MAX_SPACES 50 488#define MAX_SPACES 50
468
469 489
470/* 490/*
471 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
472 * 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
473 * 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
504 x = mon->x; 524 x = mon->x;
505 y = mon->y; 525 y = mon->y;
506 m = mon->map; 526 m = mon->map;
507 dir = rv.direction; 527 dir = rv.direction;
508 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 */
509 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
510 /* 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. */
511 if (diff > max) 532 if (diff > max)
512 return 0; 533 return 0;
534
513 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
514 { 536 {
515 lastx = x; 537 lastx = x;
516 lasty = y; 538 lasty = y;
517 lastmap = m; 539 lastmap = m;
599 max--; 621 max--;
600 lastdir = dir; 622 lastdir = dir;
601 if (!firstdir) 623 if (!firstdir)
602 firstdir = dir; 624 firstdir = dir;
603 } 625 }
626
604 if (diff <= 1) 627 if (diff <= 1)
605 { 628 {
606 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
607 * headed toward player for entire distance. 630 * headed toward player for entire distance.
608 */ 631 */
609 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
610 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));
611 } 634 }
635
612 if (diff > max) 636 if (diff > max)
613 return 0; 637 return 0;
614 } 638 }
639
615 /* 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 */
616 if (!max) 641 if (!max)
617 return 0; 642 return 0;
618 643
619 return firstdir; 644 return firstdir;
646 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
647 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
648 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
649 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))
650 { 675 {
651 remove_ob (op); 676 op->destroy ();
652 free_object (op);
653 continue; 677 continue;
654 } 678 }
655 } 679 }
656 680
657 /* This really needs to be better - we should really give 681 /* This really needs to be better - we should really give
668 if (tmp->type == op->type && tmp->name == op->name) 692 if (tmp->type == op->type && tmp->name == op->name)
669 break; 693 break;
670 694
671 if (tmp) 695 if (tmp)
672 { 696 {
673 remove_ob (op); 697 op->destroy ();
674 free_object (op);
675 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);
676 continue; 699 continue;
677 } 700 }
701
678 if (op->nrof > 1) 702 if (op->nrof > 1)
679 op->nrof = 1; 703 op->nrof = 1;
680 } 704 }
681 705
682 if (op->type == SPELLBOOK && op->inv) 706 if (op->type == SPELLBOOK && op->inv)
694 CLEAR_FLAG (op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
695 CLEAR_FLAG (op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
696 } 720 }
697 if (op->type == SPELL) 721 if (op->type == SPELL)
698 { 722 {
699 remove_ob (op); 723 op->destroy ();
700 free_object (op);
701 continue; 724 continue;
702 } 725 }
703 else if (op->type == SKILL) 726 else if (op->type == SKILL)
704 { 727 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
714 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
715 link_player_skills (pl); 738 link_player_skills (pl);
716} 739}
717 740
718void 741void
719get_name (object *op)
720{
721 op->contr->write_buf[0] = '\0';
722 op->contr->state = ST_GET_NAME;
723 send_query (&op->contr->socket, 0, "What is your name?\n:");
724}
725
726void
727get_password (object *op)
728{
729 op->contr->write_buf[0] = '\0';
730 op->contr->state = ST_GET_PASSWORD;
731 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
732}
733
734void
735play_again (object *op)
736{
737 op->contr->state = ST_PLAY_AGAIN;
738 op->chosen_skill = NULL;
739 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
740 /* a bit of a hack, but there are various places early in th
741 * player creation process that a user can quit (eg, roll
742 * stats) that isn't removing the player. Taking a quick
743 * look, there are many places that call play_again without
744 * removing the player - it probably makes more sense
745 * to leave it to play_again to remove the object in all
746 * cases.
747 */
748 if (!QUERY_FLAG (op, FLAG_REMOVED))
749 remove_ob (op);
750 /* Need to set this to null - otherwise, it could point to garbage,
751 * and draw() doesn't check to see if the player is removed, only if
752 * the map is null or not swapped out.
753 */
754 op->map = NULL;
755}
756
757int
758receive_play_again (object *op, char key)
759{
760 if (key == 'q' || key == 'Q')
761 {
762 remove_friendly_object (op);
763 leave (op->contr, 0); /* ericserver will draw the message */
764 return 2;
765 }
766 else if (key == 'a' || key == 'A')
767 {
768 player *pl = op->contr;
769 shstr name = op->name;
770
771 op->contr = 0;
772 op->type = 0;
773 op->destroy (1);
774 pl = get_player (pl);
775 op = pl->ob;
776 add_friendly_object (op);
777 op->contr->password[0] = '~';
778 op->name = op->name_pl = 0;
779 /* Lets put a space in here */
780 new_draw_info (NDI_UNIQUE, 0, op, "\n");
781 get_name (op);
782 op->name = op->name_pl = name;
783 set_first_map (op);
784 }
785 else
786 /* user pressed something else so just ask again... */
787 play_again (op);
788
789 return 0;
790}
791
792void
793confirm_password (object *op)
794{
795
796 op->contr->write_buf[0] = '\0';
797 op->contr->state = ST_CONFIRM_PASSWORD;
798 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
799}
800
801void
802get_party_password (object *op, partylist *party) 742get_party_password (object *op, partylist *party)
803{ 743{
804 if (party == NULL) 744 if (party == NULL)
805 { 745 {
806 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);
807 return; 747 return;
808 } 748 }
749
809 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
810 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
811 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
812 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:");
813} 754}
814
815 755
816/* 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. */
817int 757static int
818roll_stat (void) 758roll_stat (void)
819{ 759{
820 int a[4], i, j, k; 760 int a[4], i, j, k;
821 761
822 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
823 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
824 764
825 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
826 if (a[i] < k) 766 if (a[i] < k)
827 k = a[i], j = i; 767 k = a[i], j = i;
828 768
829 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
830 {
831 if (i != j) 770 if (i != j)
832 k += a[i]; 771 k += a[i];
833 } 772
834 return k; 773 return k;
835} 774}
836 775
837void 776void
838roll_stats (object *op) 777object::roll_stats ()
839{ 778{
840 int sum = 0;
841 int i = 0, j = 0;
842 int statsort[7]; 779 int statsort [7];
843 780
844 do 781 for (;;)
845 {
846 op->stats.Str = roll_stat ();
847 op->stats.Dex = roll_stat ();
848 op->stats.Int = roll_stat ();
849 op->stats.Con = roll_stat ();
850 op->stats.Wis = roll_stat ();
851 op->stats.Pow = roll_stat ();
852 op->stats.Cha = roll_stat ();
853 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
854 } 782 {
855 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
856 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
857 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
858 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
859 statsort[1] = op->stats.Dex;
860 statsort[2] = op->stats.Int;
861 statsort[3] = op->stats.Con;
862 statsort[4] = op->stats.Wis;
863 statsort[5] = op->stats.Pow;
864 statsort[6] = op->stats.Cha;
865 793
866 /* a quick and dirty bubblesort? */
867 do
868 {
869 if (statsort[i] < statsort[i + 1])
870 {
871 j = statsort[i];
872 statsort[i] = statsort[i + 1];
873 statsort[i + 1] = j;
874 i = 0;
875 }
876 else
877 {
878 i++;
879 }
880 }
881 while (i < 6);
882
883 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
884 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
885 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
886 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
887 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
888 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
889 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
890 801
891
892 op->contr->orig_stats.Str = op->stats.Str;
893 op->contr->orig_stats.Dex = op->stats.Dex;
894 op->contr->orig_stats.Int = op->stats.Int;
895 op->contr->orig_stats.Con = op->stats.Con;
896 op->contr->orig_stats.Wis = op->stats.Wis;
897 op->contr->orig_stats.Pow = op->stats.Pow;
898 op->contr->orig_stats.Cha = op->stats.Cha;
899
900 op->level = 1;
901 op->stats.exp = 0; 802 stats.exp = 0;
902 op->stats.ac = 0; 803 stats.ac = 0;
903 804
904 op->contr->levhp[1] = 9;
905 op->contr->levsp[1] = 6;
906 op->contr->levgrace[1] = 3;
907
908 fix_player (op);
909 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
910 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
911 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
912 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
913} 817}
914 818
915void 819void
916Roll_Again (object *op) 820object::swap_stats (int a, int b)
917{ 821{
918 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
919 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920 "[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);
921}
922 825
923void 826 stats.Str = contr->orig_stats.Str;
924Swap_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)
925{ 858{
926 signed char tmp;
927 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
928 860
929 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
930 {
931 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
932 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
933 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
934 return;
935 }
936
937 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
938
939 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
940
941 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
942
943 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
944 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
945 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
946 op->stats.Dex = op->contr->orig_stats.Dex;
947 op->stats.Con = op->contr->orig_stats.Con;
948 op->stats.Int = op->contr->orig_stats.Int;
949 op->stats.Wis = op->contr->orig_stats.Wis;
950 op->stats.Pow = op->contr->orig_stats.Pow;
951 op->stats.Cha = op->contr->orig_stats.Cha;
952 op->stats.ac = 0;
953
954 op->level = 1;
955 op->stats.exp = 0;
956 op->stats.ac = 0;
957
958 op->contr->levhp[1] = 9;
959 op->contr->levsp[1] = 6;
960 op->contr->levgrace[1] = 3;
961
962 fix_player (op);
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = op->stats.maxgrace;
966 op->contr->orig_stats = op->stats;
967 op->contr->Swap_First = -1;
968}
969
970
971/* This code has been greatly reduced, because with set_attr_value
972 * and get_attr_value, the stats can be accessed just numeric
973 * ids. stat_trans is a table that translate the number entered
974 * into the actual stat. It is needed because the order the stats
975 * are displayed in the stat window is not the same as how
976 * the number's access that stat. The table does that translation.
977 */
978int
979key_roll_stat (object *op, char key)
980{
981 int keynum = key - '0';
982 char buf[MAX_BUF];
983 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
984
985 if (keynum > 0 && keynum <= 7)
986 {
987 if (op->contr->Swap_First == -1)
988 {
989 op->contr->Swap_First = stat_trans[keynum];
990 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
991 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
992 }
993 else
994 Swap_Stat (op, stat_trans[keynum]);
995
996 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
997 return 1;
998 }
999 switch (key)
1000 {
1001 case 'n':
1002 case 'N':
1003 {
1004 SET_FLAG (op, FLAG_WIZ);
1005 if (op->map == NULL)
1006 {
1007 LOG (llevError, "Map == NULL in state 2\n");
1008 break;
1009 }
1010
1011#if 0
1012 /* So that enter_exit will put us at startx/starty */
1013 op->x = -1;
1014
1015 enter_exit (op, NULL);
1016#endif
1017 SET_ANIMATION (op, 2); /* So player faces south */
1018 /* Enter exit adds a player otherwise */
1019 add_statbonus (op);
1020 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1021 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1022 op->contr->state = ST_CHANGE_CLASS;
1023 if (op->msg)
1024 new_draw_info (NDI_BLUE, 0, op, op->msg);
1025 return 0;
1026 }
1027 case 'y':
1028 case 'Y':
1029 roll_stats (op);
1030 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1031 return 1;
1032
1033 case 'q':
1034 case 'Q':
1035 play_again (op);
1036 return 1;
1037
1038 default:
1039 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1040 return 0;
1041 }
1042 return 0;
1043} 865}
1044 866
1045/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1046 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1047 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1048 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1049 * not the class. 871 * not the class.
1050 */ 872 */
1051
1052int 873int
1053key_change_class (object *op, char key) 874key_change_class (object *op, char key)
1054{ 875{
1055 int tmp_loop; 876 int tmp_loop;
1056 877
1057 if (key == 'q' || key == 'Q')
1058 {
1059 remove_ob (op);
1060 play_again (op);
1061 return 0;
1062 }
1063 if (key == 'd' || key == 'D') 878 if (key == 'd' || key == 'D')
1064 { 879 {
1065 char buf[MAX_BUF]; 880 char buf[MAX_BUF];
1066 881
1067 /* this must before then initial items are given */ 882 /* this must before then initial items are given */
1068 esrv_new_player (op->contr, op->weight + op->carrying); 883 esrv_new_player (op->contr, op->weight + op->carrying);
1069 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);
1070 888
1071 INVOKE_PLAYER (BIRTH, op->contr); 889 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 890 INVOKE_PLAYER (LOGIN, op->contr);
1073 891
1074 op->contr->state = ST_PLAYING; 892 op->contr->ns->state = ST_PLAYING;
1075 893
1076 if (op->msg) 894 if (op->msg)
1077 op->msg = NULL; 895 op->msg = NULL;
1078 896
1079 /* 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
1080 * to save here. 898 * to save here.
1081 */ 899 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 901 make_path_to_file (buf);
1084 902
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 903 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 905 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 906 link_player_skills (op);
1092 esrv_send_inventory (op, op); 907 esrv_send_inventory (op, op);
1093 fix_player (op); 908 op->update_stats ();
1094 909
1095 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1096 * is one for this race 911 * is one for this race
1097 */ 912 */
1098 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1099 { 914 {
1100 object *tmp; 915 object *tmp;
1101 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1102 917
1103 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);
1104 tmp = get_object (); 919 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = op->y;
1108 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;
1109 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1110 * default initial map */ 925 * default initial map */
1111 free_object (tmp); 926 tmp->destroy ();
1112 } 927 }
1113 else 928 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 930
1117 return 0; 931 return 0;
1118 } 932 }
1119 933
1120 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1125 while (!tmp_loop) 939 while (!tmp_loop)
1126 { 940 {
1127 shstr name = op->name; 941 shstr name = op->name;
1128 int x = op->x, y = op->y; 942 int x = op->x, y = op->y;
1129 943
1130 remove_statbonus (op); 944 op->remove_statbonus ();
1131 remove_ob (op); 945 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 946 op->arch = get_player_archetype (op->arch);
1133 copy_object (&op->arch->clone, op); 947 op->arch->clone.copy_to (op);
1134 op->instantiate (); 948 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 949 op->stats = op->contr->orig_stats;
1136 op->name = op->name_pl = name; 950 op->name = op->name_pl = name;
1137 op->x = x; 951 op->x = x;
1138 op->y = y; 952 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 955 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 956 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 957 tmp_loop = allowed_class (op);
1144 } 958 }
1145 959
1146 update_object (op, UP_OBJ_FACE); 960 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 962 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 965 op->stats.grace = 0;
1152 966
1153 if (op->msg) 967 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 968 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 969
1156 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");
1157 return 0; 971 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 972}
1208 973
1209void 974void
1210flee_player (object *op) 975flee_player (object *op)
1211{ 976{
1241 { 1006 {
1242 op->enemy = NULL; 1007 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1008 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1009 return;
1245 } 1010 }
1011
1246 get_rangevector (op, op->enemy, &rv, 0); 1012 get_rangevector (op, op->enemy, &rv, 0);
1247 1013
1248 dir = absdir (4 + rv.direction); 1014 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1015 for (diff = 0; diff < 3; diff++)
1250 { 1016 {
1251 int m = 1 - (RANDOM () & 2); 1017 int m = 1 - (RANDOM () & 2);
1252 1018
1253 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)))
1254 {
1255 return; 1020 return;
1256 }
1257 } 1021 }
1022
1258 /* Cornered, get rid of scared */ 1023 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1025 op->enemy = NULL;
1261} 1026}
1262 1027
1268int 1033int
1269check_pick (object *op) 1034check_pick (object *op)
1270{ 1035{
1271 object *tmp, *next; 1036 object *tmp, *next;
1272 int stop = 0; 1037 int stop = 0;
1273 int j, k, wvratio; 1038 int wvratio;
1274 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1275 1040
1276 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1278 return 1; 1043 return 1;
1279 1044
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &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))));
1350 else 1115 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &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
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1120 }
1121
1384 /* philosophy: 1122 /* philosophy:
1385 * 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
1386 * generic. This takes no game-time. For more detailed pickups 1124 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1125 * and selections, select-items should be used. This is a
1388 * 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
1389 * example. 1127 * example.
1390 * 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
1391 * 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
1392 * convert to decimal and then 'pickup <#> 1130 * convert to decimal and then 'pickup <#>
1426 /* question: don't pick up known-poisonous stuff? */ 1164 /* question: don't pick up known-poisonous stuff? */
1427 if (op->contr->mode & PU_FOOD) 1165 if (op->contr->mode & PU_FOOD)
1428 if (tmp->type == FOOD) 1166 if (tmp->type == FOOD)
1429 { 1167 {
1430 pick_up (op, tmp); 1168 pick_up (op, tmp);
1431 if (0)
1432 fprintf (stderr, "FOOD\n");
1433 continue; 1169 continue;
1434 } 1170 }
1171
1435 if (op->contr->mode & PU_DRINK) 1172 if (op->contr->mode & PU_DRINK)
1436 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)))
1437 { 1174 {
1438 pick_up (op, tmp); 1175 pick_up (op, tmp);
1439 if (0)
1440 fprintf (stderr, "DRINK\n");
1441 continue; 1176 continue;
1442 } 1177 }
1443 1178
1444 if (op->contr->mode & PU_POTION) 1179 if (op->contr->mode & PU_POTION)
1445 if (tmp->type == POTION) 1180 if (tmp->type == POTION)
1446 { 1181 {
1447 pick_up (op, tmp); 1182 pick_up (op, tmp);
1448 if (0)
1449 fprintf (stderr, "POTION\n");
1450 continue; 1183 continue;
1451 } 1184 }
1452 1185
1453 /* spellbooks, skillscrolls and normal books/scrolls */ 1186 /* spellbooks, skillscrolls and normal books/scrolls */
1454 if (op->contr->mode & PU_SPELLBOOK) 1187 if (op->contr->mode & PU_SPELLBOOK)
1455 if (tmp->type == SPELLBOOK) 1188 if (tmp->type == SPELLBOOK)
1456 { 1189 {
1457 pick_up (op, tmp); 1190 pick_up (op, tmp);
1458 if (0)
1459 fprintf (stderr, "SPELLBOOK\n");
1460 continue; 1191 continue;
1461 } 1192 }
1193
1462 if (op->contr->mode & PU_SKILLSCROLL) 1194 if (op->contr->mode & PU_SKILLSCROLL)
1463 if (tmp->type == SKILLSCROLL) 1195 if (tmp->type == SKILLSCROLL)
1464 { 1196 {
1465 pick_up (op, tmp); 1197 pick_up (op, tmp);
1466 if (0)
1467 fprintf (stderr, "SKILLSCROLL\n");
1468 continue; 1198 continue;
1469 } 1199 }
1200
1470 if (op->contr->mode & PU_READABLES) 1201 if (op->contr->mode & PU_READABLES)
1471 if (tmp->type == BOOK || tmp->type == SCROLL) 1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1472 { 1203 {
1473 pick_up (op, tmp); 1204 pick_up (op, tmp);
1474 if (0)
1475 fprintf (stderr, "READABLES\n");
1476 continue; 1205 continue;
1477 } 1206 }
1478 1207
1479 /* wands/staves/rods/horns */ 1208 /* wands/staves/rods/horns */
1480 if (op->contr->mode & PU_MAGIC_DEVICE) 1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1481 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1482 { 1211 {
1483 pick_up (op, tmp); 1212 pick_up (op, tmp);
1484 if (0)
1485 fprintf (stderr, "MAGIC_DEVICE\n");
1486 continue; 1213 continue;
1487 } 1214 }
1488 1215
1489 /* pick up all magical items */ 1216 /* pick up all magical items */
1490 if (op->contr->mode & PU_MAGICAL) 1217 if (op->contr->mode & PU_MAGICAL)
1491 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))
1492 { 1219 {
1493 pick_up (op, tmp); 1220 pick_up (op, tmp);
1494 if (0)
1495 fprintf (stderr, "MAGICAL\n");
1496 continue; 1221 continue;
1497 } 1222 }
1498 1223
1499 if (op->contr->mode & PU_VALUABLES) 1224 if (op->contr->mode & PU_VALUABLES)
1500 { 1225 {
1501 if (tmp->type == MONEY || tmp->type == GEM) 1226 if (tmp->type == MONEY || tmp->type == GEM)
1502 { 1227 {
1503 pick_up (op, tmp); 1228 pick_up (op, tmp);
1504 if (0)
1505 fprintf (stderr, "MONEY/GEM\n");
1506 continue; 1229 continue;
1507 } 1230 }
1508 } 1231 }
1509 1232
1510 /* rings & amulets - talismans seems to be typed AMULET */ 1233 /* rings & amulets - talismans seems to be typed AMULET */
1511 if (op->contr->mode & PU_JEWELS) 1234 if (op->contr->mode & PU_JEWELS)
1512 if (tmp->type == RING || tmp->type == AMULET) 1235 if (tmp->type == RING || tmp->type == AMULET)
1513 { 1236 {
1514 pick_up (op, tmp); 1237 pick_up (op, tmp);
1238 continue;
1515 if (0) 1239 }
1516 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);
1517 continue; 1246 continue;
1518 } 1247 }
1519 1248
1520 /* bows and arrows. Bows are good for selling! */ 1249 /* bows and arrows. Bows are good for selling! */
1521 if (op->contr->mode & PU_BOW) 1250 if (op->contr->mode & PU_BOW)
1522 if (tmp->type == BOW) 1251 if (tmp->type == BOW)
1523 { 1252 {
1524 pick_up (op, tmp); 1253 pick_up (op, tmp);
1525 if (0)
1526 fprintf (stderr, "BOW\n");
1527 continue; 1254 continue;
1528 } 1255 }
1256
1529 if (op->contr->mode & PU_ARROW) 1257 if (op->contr->mode & PU_ARROW)
1530 if (tmp->type == ARROW) 1258 if (tmp->type == ARROW)
1531 { 1259 {
1532 pick_up (op, tmp); 1260 pick_up (op, tmp);
1533 if (0)
1534 fprintf (stderr, "ARROW\n");
1535 continue; 1261 continue;
1536 } 1262 }
1537 1263
1538 /* all kinds of armor etc. */ 1264 /* all kinds of armor etc. */
1539 if (op->contr->mode & PU_ARMOUR) 1265 if (op->contr->mode & PU_ARMOUR)
1540 if (tmp->type == ARMOUR) 1266 if (tmp->type == ARMOUR)
1541 { 1267 {
1542 pick_up (op, tmp); 1268 pick_up (op, tmp);
1543 if (0)
1544 fprintf (stderr, "ARMOUR\n");
1545 continue; 1269 continue;
1546 } 1270 }
1271
1547 if (op->contr->mode & PU_HELMET) 1272 if (op->contr->mode & PU_HELMET)
1548 if (tmp->type == HELMET) 1273 if (tmp->type == HELMET)
1549 { 1274 {
1550 pick_up (op, tmp); 1275 pick_up (op, tmp);
1551 if (0)
1552 fprintf (stderr, "HELMET\n");
1553 continue; 1276 continue;
1554 } 1277 }
1278
1555 if (op->contr->mode & PU_SHIELD) 1279 if (op->contr->mode & PU_SHIELD)
1556 if (tmp->type == SHIELD) 1280 if (tmp->type == SHIELD)
1557 { 1281 {
1558 pick_up (op, tmp); 1282 pick_up (op, tmp);
1559 if (0)
1560 fprintf (stderr, "SHIELD\n");
1561 continue; 1283 continue;
1562 } 1284 }
1285
1563 if (op->contr->mode & PU_BOOTS) 1286 if (op->contr->mode & PU_BOOTS)
1564 if (tmp->type == BOOTS) 1287 if (tmp->type == BOOTS)
1565 { 1288 {
1566 pick_up (op, tmp); 1289 pick_up (op, tmp);
1567 if (0)
1568 fprintf (stderr, "BOOTS\n");
1569 continue; 1290 continue;
1570 } 1291 }
1292
1571 if (op->contr->mode & PU_GLOVES) 1293 if (op->contr->mode & PU_GLOVES)
1572 if (tmp->type == GLOVES) 1294 if (tmp->type == GLOVES)
1573 { 1295 {
1574 pick_up (op, tmp); 1296 pick_up (op, tmp);
1575 if (0)
1576 fprintf (stderr, "GLOVES\n");
1577 continue; 1297 continue;
1578 } 1298 }
1299
1579 if (op->contr->mode & PU_CLOAK) 1300 if (op->contr->mode & PU_CLOAK)
1580 if (tmp->type == CLOAK) 1301 if (tmp->type == CLOAK)
1581 { 1302 {
1582 pick_up (op, tmp); 1303 pick_up (op, tmp);
1583 if (0)
1584 fprintf (stderr, "GLOVES\n");
1585 continue; 1304 continue;
1586 } 1305 }
1587 1306
1588 /* hoping to catch throwing daggers here */ 1307 /* hoping to catch throwing daggers here */
1589 if (op->contr->mode & PU_MISSILEWEAPON) 1308 if (op->contr->mode & PU_MISSILEWEAPON)
1590 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1591 { 1310 {
1592 pick_up (op, tmp); 1311 pick_up (op, tmp);
1593 if (0)
1594 fprintf (stderr, "MISSILEWEAPON\n");
1595 continue; 1312 continue;
1596 } 1313 }
1597 1314
1598 /* careful: chairs and tables are weapons! */ 1315 /* careful: chairs and tables are weapons! */
1599 if (op->contr->mode & PU_ALLWEAPON) 1316 if (op->contr->mode & PU_ALLWEAPON)
1602 { 1319 {
1603 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 &&
1604 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1605 { 1322 {
1606 pick_up (op, tmp); 1323 pick_up (op, tmp);
1607 if (0)
1608 fprintf (stderr, "WEAPON\n");
1609 continue; 1324 continue;
1610 } 1325 }
1611 } 1326 }
1327
1612 if (tmp->type == WEAPON && tmp->name == NULL) 1328 if (tmp->type == WEAPON && tmp->name == NULL)
1613 { 1329 {
1614 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)
1615 { 1331 {
1616 pick_up (op, tmp); 1332 pick_up (op, tmp);
1617 if (0)
1618 fprintf (stderr, "WEAPON\n");
1619 continue; 1333 continue;
1620 } 1334 }
1621 } 1335 }
1622 } 1336 }
1623 1337
1624 /* misc stuff that's useful */ 1338 /* misc stuff that's useful */
1625 if (op->contr->mode & PU_KEY) 1339 if (op->contr->mode & PU_KEY)
1626 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1627 { 1341 {
1628 pick_up (op, tmp); 1342 pick_up (op, tmp);
1629 if (0)
1630 fprintf (stderr, "KEY\n");
1631 continue; 1343 continue;
1632 } 1344 }
1633 1345
1634 /* 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
1635 * pickups */ 1347 * pickups */
1657 continue; 1369 continue;
1658 } 1370 }
1659 } 1371 }
1660 } /* the new pickup model */ 1372 } /* the new pickup model */
1661 } 1373 }
1374
1662 return !stop; 1375 return !stop;
1663} 1376}
1664 1377
1665/* 1378/*
1666 * Find an arrow in the inventory and after that 1379 * Find an arrow in the inventory and after that
1668 * found object is returned. 1381 * found object is returned.
1669 */ 1382 */
1670object * 1383object *
1671find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1672{ 1385{
1673 object *tmp = NULL; 1386 object *tmp = 0;
1674 1387
1675 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1676 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))
1677 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1678 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1679 return op; 1392 return op;
1393
1680 return tmp; 1394 return tmp;
1681} 1395}
1682 1396
1683/* 1397/*
1684 * 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
1685 * 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
1686 * 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
1687 * 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.
1688 */ 1402 */
1689
1690object * 1403object *
1691find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1692{ 1405{
1693 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1694 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1843 if (!dir) 1556 if (!dir)
1844 { 1557 {
1845 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!");
1846 return 0; 1559 return 0;
1847 } 1560 }
1561
1848 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1849 bow = op->contr->ranges[range_bow]; 1563 bow = op->contr->ranges[range_bow];
1850 else 1564 else
1851 { 1565 {
1852 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1860 { 1574 {
1861 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1862 return 0; 1576 return 0;
1863 } 1577 }
1864 } 1578 }
1579
1865 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1866 { 1581 {
1867 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);
1868 return 0; 1583 return 0;
1869 } 1584 }
1871 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1872 1587
1873 /* penalize ROF for bestarrow */ 1588 /* penalize ROF for bestarrow */
1874 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1875 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1876 if (bowspeed < 1) 1592 if (bowspeed < 1)
1877 bowspeed = 1; 1593 bowspeed = 1;
1878 1594
1879 if (arrow == NULL) 1595 if (arrow == NULL)
1880 { 1596 {
1886 else 1602 else
1887 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1888 return 0; 1604 return 0;
1889 } 1605 }
1890 } 1606 }
1607
1891 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1892 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1893 {
1894 return 0; 1610 return 0;
1895 } 1611
1896 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1897 { 1613 {
1898 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.");
1899 return 0; 1615 return 0;
1900 } 1616 }
1901 1617
1902 /* this should not happen, but sometimes does */ 1618 /* this should not happen, but sometimes does */
1903 if (arrow->nrof == 0) 1619 if (arrow->nrof == 0)
1904 { 1620 {
1905 remove_ob (arrow); 1621 arrow->destroy ();
1906 free_object (arrow);
1907 return 0; 1622 return 0;
1908 } 1623 }
1909 1624
1910 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1911 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1912 if (arrow == NULL) 1627 if (!arrow)
1913 { 1628 {
1914 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);
1915 return 0; 1630 return 0;
1916 } 1631 }
1917 set_owner (arrow, op); 1632
1633 arrow->set_owner (op);
1918 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1919
1920 arrow->direction = dir; 1635 arrow->direction = dir;
1921 arrow->x = sx;
1922 arrow->y = sy;
1923 1636
1924 if (op->type == PLAYER) 1637 if (op->type == PLAYER)
1925 { 1638 {
1926 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1927 fix_player (op); 1640 op->update_stats ();
1928 } 1641 }
1929 1642
1930 SET_ANIMATION (arrow, arrow->direction); 1643 SET_ANIMATION (arrow, arrow->direction);
1931 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1932 arrow->stats.hp = arrow->stats.dam; 1645 arrow->stats.hp = arrow->stats.dam;
1933 arrow->stats.grace = arrow->attacktype; 1646 arrow->stats.grace = arrow->attacktype;
1934 if (arrow->slaying != NULL) 1647 if (arrow->slaying != NULL)
1935 arrow->spellarg = strdup_local (arrow->slaying); 1648 arrow->spellarg = strdup (arrow->slaying);
1936 1649
1937 /* Note that this was different for monsters - they got their level 1650 /* Note that this was different for monsters - they got their level
1938 * 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.
1939 */ 1652 */
1940 1653
1942 1655
1943 /* update the speed */ 1656 /* update the speed */
1944 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1657 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1945 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;
1946 1659
1947 if (arrow->speed < 1.0) 1660 arrow->set_speed (max (arrow->speed, 1.0));
1948 arrow->speed = 1.0;
1949 update_ob_speed (arrow);
1950 arrow->speed_left = 0; 1661 arrow->speed_left = 0;
1951 1662
1952 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1953 { 1664 {
1954 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1964 } 1675 }
1965 1676
1966 if (arrow->attacktype == AT_PHYSICAL) 1677 if (arrow->attacktype == AT_PHYSICAL)
1967 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1968 1679
1969 if (bow->slaying != NULL) 1680 if (bow->slaying)
1970 arrow->slaying = bow->slaying; 1681 arrow->slaying = bow->slaying;
1971 1682
1972 arrow->map = m;
1973 arrow->move_type = MOVE_FLY_LOW; 1683 arrow->move_type = MOVE_FLY_LOW;
1974 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1975 1685
1976 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);
1977 insert_ob_in_map (arrow, m, op, 0); 1687 m->insert (arrow, sx, sy, op);
1978 1688
1979 if (!arrow->destroyed ()) 1689 if (!arrow->destroyed ())
1980 move_arrow (arrow); 1690 move_arrow (arrow);
1981 1691
1982 if (op->type == PLAYER) 1692 if (op->type == PLAYER)
2008 } 1718 }
2009 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)
2010 { 1720 {
2011 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2012 wcmod = -1; 1722 wcmod = -1;
1723
2013 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);
2014 } 1725 }
2015 else if (op->contr->bowtype == bow_threewide) 1726 else if (op->contr->bowtype == bow_threewide)
2016 { 1727 {
2017 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);
2087 1798
2088 if (item->arch) 1799 if (item->arch)
2089 { 1800 {
2090 CLEAR_FLAG (item, FLAG_ANIMATE); 1801 CLEAR_FLAG (item, FLAG_ANIMATE);
2091 item->face = item->arch->clone.face; 1802 item->face = item->arch->clone.face;
2092 item->speed = 0; 1803 item->set_speed (0);
2093 update_ob_speed (item);
2094 } 1804 }
1805
2095 if ((tmp = is_player_inv (item))) 1806 if ((tmp = item->in_player ()))
2096 esrv_update_item (UPD_ANIM, tmp, item); 1807 esrv_update_item (UPD_ANIM, tmp, item);
2097 } 1808 }
2098 } 1809 }
2099 else if (item->type == ROD || item->type == HORN) 1810 else if (item->type == ROD || item->type == HORN)
2100 {
2101 drain_rod_charge (item); 1811 drain_rod_charge (item);
2102 }
2103 } 1812 }
2104} 1813}
2105 1814
2106/* Received a fire command for the player - go and do it. 1815/* Received a fire command for the player - go and do it.
2107 */ 1816 */
2130 case range_misc: 1839 case range_misc:
2131 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
2132 return; 1841 return;
2133 1842
2134 case range_golem: /* Control summoned monsters from scrolls */ 1843 case range_golem: /* Control summoned monsters from scrolls */
2135 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))
2136 { 1845 {
2137 op->contr->ranges[range_golem] = NULL; 1846 op->contr->ranges[range_golem] = 0;
2138 op->contr->shoottype = range_none; 1847 op->contr->shoottype = range_none;
2139 op->contr->golem_count = 0;
2140 } 1848 }
2141 else 1849 else
2142 control_golem (op->contr->ranges[range_golem], dir); 1850 control_golem (op->contr->ranges[range_golem], dir);
2143 return; 1851 return;
2144 1852
2147 { 1855 {
2148 if (op->type == PLAYER) 1856 if (op->type == PLAYER)
2149 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.");
2150 return; 1858 return;
2151 } 1859 }
1860
2152 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1861 do_skill (op, op, op->chosen_skill, dir, NULL);
2153 return; 1862 return;
2154 case range_builder: 1863 case range_builder:
2155 apply_map_builder (op, dir); 1864 apply_map_builder (op, dir);
2156 return; 1865 return;
2157 default: 1866 default:
2158 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2159 return; 1868 return;
2160 } 1869 }
2161} 1870}
2162
2163
2164 1871
2165/* find_key 1872/* find_key
2166 * 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
2167 * and successfully use it, we return the key, otherwise NULL 1874 * and successfully use it, we return the key, otherwise NULL
2168 * This function merges both normal and locked door, since the logic 1875 * This function merges both normal and locked door, since the logic
2170 * pl is the player, 1877 * pl is the player,
2171 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
2172 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
2173 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
2174 */ 1881 */
2175
2176object * 1882object *
2177find_key (object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
2178{ 1884{
2179 object *tmp, *key; 1885 object *tmp, *key;
2180 1886
2181 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
2182 if (container->inv == NULL) 1888 if (!container->inv)
2183 return NULL; 1889 return 0;
2184 1890
2185 /* 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 */
2186 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2187 { 1893 {
2188 if (door->type == DOOR && tmp->type == KEY) 1894 if (door->type == DOOR && tmp->type == KEY)
2189 break; 1895 break;
2190 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
2191 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
2192 */ 1898 */
2193 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2194 break; 1900 break;
2195 } 1901 }
1902
2196 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
2197 /* 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.
2198 * 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
2199 * a key, return 1906 * a key, return
2200 */ 1907 */
2201 if (!tmp) 1908 if (!tmp)
2202 { 1909 {
2203 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2204 { 1911 {
2205 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
2206 if (tmp->type == CONTAINER && tmp->inv) 1913 if (tmp->type == CONTAINER && tmp->inv)
2207 { 1914 {
2208 if ((key = find_key (pl, tmp, door)) != NULL) 1915 if ((key = find_key (pl, tmp, door)))
2209 return key; 1916 return key;
2210 } 1917 }
2211 } 1918 }
1919
2212 if (!tmp) 1920 if (!tmp)
2213 return NULL; 1921 return NULL;
2214 } 1922 }
1923
2215 /* 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,
2216 * see if we actually want to use it 1925 * see if we actually want to use it
2217 */ 1926 */
2218 if (pl != container) 1927 if (pl != container)
2219 { 1928 {
2240 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1949 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2241 "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));
2242 return NULL; 1951 return NULL;
2243 } 1952 }
2244 } 1953 }
1954
2245 return tmp; 1955 return tmp;
2246} 1956}
2247 1957
2248/* moved door processing out of move_player_attack. 1958/* moved door processing out of move_player_attack.
2249 * returns 1 if player has opened the door with a key 1959 * returns 1 if player has opened the door with a key
2251 * 0 otherwise 1961 * 0 otherwise
2252 */ 1962 */
2253static int 1963static int
2254player_attack_door (object *op, object *door) 1964player_attack_door (object *op, object *door)
2255{ 1965{
2256
2257 /* 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,
2258 * 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 -
2259 * otherwise, we fall through to the rest of the code. 1968 * otherwise, we fall through to the rest of the code.
2260 */ 1969 */
2261 object *key = find_key (op, op, door); 1970 object *key = find_key (op, op, door);
2268 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);
2269 if (action_makes_visible (op)) 1978 if (action_makes_visible (op))
2270 make_visible (op); 1979 make_visible (op);
2271 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2272 spring_trap (door->inv, op); 1981 spring_trap (door->inv, op);
1982
2273 if (door->type == DOOR) 1983 if (door->type == DOOR)
2274 {
2275 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 */
2276 }
2277 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2278 { 1986 {
2279 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));
2280 remove_door2 (door); /* remove door without violence ;-) */ 1988 remove_door2 (door); /* remove door without violence ;-) */
2281 } 1989 }
1990
2282 /* Do this after we print the message */ 1991 /* Do this after we print the message */
2283 decrease_ob (key); /* Use up one of the keys */ 1992 decrease_ob (key); /* Use up one of the keys */
2284 /* Need to update the weight the container the key was in */ 1993 /* Need to update the weight the container the key was in */
2285 if (container != op) 1994 if (container != op)
2286 esrv_update_item (UPD_WEIGHT, op, container); 1995 esrv_update_item (UPD_WEIGHT, op, container);
1996
2287 return 1; /* Nothing more to do below */ 1997 return 1; /* Nothing more to do below */
2288 } 1998 }
2289 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2290 { 2000 {
2291 /* Might as well return now - no other way to open this */ 2001 /* Might as well return now - no other way to open this */
2292 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2002 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2293 return 1; 2003 return 1;
2294 } 2004 }
2005
2295 return 0; 2006 return 0;
2296} 2007}
2297 2008
2298/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2299 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2300 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2301 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2302 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2303 */ 2014 */
2304
2305void 2015void
2306move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2307{ 2017{
2308 object *tmp, *mon; 2018 object *tmp, *mon;
2309 sint16 nx, ny; 2019 sint16 nx, ny;
2311 maptile *m; 2021 maptile *m;
2312 2022
2313 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2314 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2315 2025
2316 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2317 2027
2318 /* 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
2319 * 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
2320 * 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
2321 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2326 */ 2036 */
2327 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))
2328 { 2038 {
2329 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2330 { 2040 {
2331 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2332 if (!m) 2042 if (!m)
2333 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2334 } 2044 }
2335 else 2045 else
2336 m = op->map; 2046 m = op->map;
2337 2047
2338 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2339 {
2340 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2341 return; 2049 return;
2342 }
2343 2050
2344 mon = NULL; 2051 mon = 0;
2345 /* 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
2346 * 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.
2347 * 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
2348 * on the space 2055 * on the space
2349 */ 2056 */
2350 while (tmp != NULL) 2057 while (tmp)
2351 { 2058 {
2352 if (tmp == op) 2059 if (tmp == op)
2353 { 2060 {
2354 tmp = tmp->above; 2061 tmp = tmp->above;
2355 continue; 2062 continue;
2365 mon = tmp; 2072 mon = tmp;
2366 2073
2367 tmp = tmp->above; 2074 tmp = tmp->above;
2368 } 2075 }
2369 2076
2370 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2371 return; /* into a wall */ 2078 return; /* into a wall */
2372 2079
2373 if (mon->head != NULL) 2080 if (mon->head)
2374 mon = mon->head; 2081 mon = mon->head;
2375 2082
2376 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))
2377 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2378 return; 2085 return;
2390 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2391 */ 2098 */
2392 if ((op->type == PLAYER) 2099 if ((op->type == PLAYER)
2393#if COZY_SERVER 2100#if COZY_SERVER
2394 && 2101 &&
2395 ((get_owner (mon) && get_owner (mon)->contr 2102 ((mon->owner && mon->owner->contr
2396 && 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)
2397#else 2104#else
2398 && get_owner (mon) == op 2105 && mon->owner == op
2399#endif 2106#endif
2400 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2401 { 2108 {
2402 /* 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 */
2403 if (op->contr->braced) 2110 if (op->contr->braced)
2404 return; 2111 return;
2112
2405 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);
2406 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2407 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2408 make_visible (op); 2116 make_visible (op);
2117
2409 return; 2118 return;
2410 } 2119 }
2411 2120
2412 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2413 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2415 * attack them either. 2124 * attack them either.
2416 */ 2125 */
2417 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2418 (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)) && (
2419#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2420 (op->contr->peaceful 2129 (op->contr->peaceful
2421 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2422 && mon->contr-> 2131 && mon->contr->
2423 peaceful)) && 2132 peaceful)) &&
2424#else 2133#else
2425 op->contr->peaceful && 2134 op->contr->peaceful &&
2426#endif 2135#endif
2427 !on_battleground)) 2136 !on_battleground))
2428 { 2137 {
2429 if (!op->contr->braced) 2138 if (!op->contr->braced)
2430 { 2139 {
2431 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);
2432 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2433 } 2142 }
2434 else 2143 else
2435 {
2436 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2437 } 2145
2438 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2439 make_visible (op); 2147 make_visible (op);
2440 } 2148 }
2441 2149
2442 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2453 * 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
2454 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2455 * 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
2456 * 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.
2457 */ 2165 */
2458
2459 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2460 ((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)))
2461 { 2168 {
2462 2169
2463 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2470 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2471 2178
2472 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 */
2473 } 2180 }
2474 2181
2475 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2476 2183
2477 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2478 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2479 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2480 * the wiz. 2187 * the wiz.
2482 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))
2483 { 2190 {
2484 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2485 2192
2486 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2487 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2488 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2489 } 2196 }
2197
2490 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2491 make_visible (op); 2199 make_visible (op);
2492 } 2200 }
2493 } /* if player should attack something */ 2201 } /* if player should attack something */
2494} 2202}
2496int 2204int
2497move_player (object *op, int dir) 2205move_player (object *op, int dir)
2498{ 2206{
2499 int pick; 2207 int pick;
2500 2208
2501 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2502 return 0; 2210 return 0;
2503 2211
2504 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2505 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2506 { 2214 {
2507 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2508 return 0; 2216 return 0;
2509 } 2217 }
2510 2218
2511 /* peterm: added following line */ 2219 /* peterm: added following line */
2512 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2514 2222
2515 op->facing = dir; 2223 op->facing = dir;
2516 2224
2517 if (op->hide) 2225 if (op->hide)
2518 do_hidden_move (op); 2226 do_hidden_move (op);
2529 2237
2530 /* 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
2531 * server can handle repeat firing. 2239 * server can handle repeat firing.
2532 */ 2240 */
2533 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2534 {
2535 op->direction = dir; 2242 op->direction = dir;
2536 }
2537 else 2243 else
2538 {
2539 op->direction = 0; 2244 op->direction = 0;
2540 } 2245
2541 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2542 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2543 * for players. 2248 * for players.
2544 */ 2249 */
2545 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2554 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2555 */ 2260 */
2556int 2261int
2557handle_newcs_player (object *op) 2262handle_newcs_player (object *op)
2558{ 2263{
2559 if (op->contr->hidden)
2560 {
2561 op->invisible = 1000;
2562 /* the socket code flashes the player visible/invisible
2563 * depending on the value of invisible, so we need to
2564 * alternate it here for it to work correctly.
2565 */
2566 if (pticks & 2)
2567 op->invisible--;
2568 }
2569 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2570 {
2571 op->invisible--;
2572 if (!op->invisible)
2573 {
2574 make_visible (op);
2575 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2576 }
2577 }
2578
2579 if (QUERY_FLAG (op, FLAG_SCARED)) 2264 if (QUERY_FLAG (op, FLAG_SCARED))
2580 { 2265 {
2581 flee_player (op); 2266 flee_player (op);
2582 /* 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 */
2583 if (QUERY_FLAG (op, FLAG_SCARED)) 2268 if (QUERY_FLAG (op, FLAG_SCARED))
2590 /* 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
2591 * 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
2592 * 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
2593 * 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.
2594 */ 2279 */
2595 if (op->contr->ranges[range_golem] &&
2596 ((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))
2597 {
2598 op->contr->ranges[range_golem] = NULL; 2281 op->contr->ranges[range_golem] = 0;
2599 op->contr->golem_count = 0;
2600 }
2601 2282
2602 /* 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
2603 * the players time has been increased when doericserver has been 2284 * the players time has been increased when doericserver has been
2604 * called, so we recheck it here. 2285 * called, so we recheck it here.
2605 */ 2286 */
2606 HandleClient (&op->contr->socket, op->contr); 2287 if (op->contr->ns->handle_command ())
2288 return 1;
2289
2607 if (op->speed_left < 0) 2290 if (op->speed_left > 0)
2608 return 0; 2291 {
2609
2610 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2292 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2611 { 2293 {
2612 /* All move commands take 1 tick, at least for now */ 2294 /* All move commands take 1 tick, at least for now */
2613 op->speed_left--; 2295 op->speed_left--;
2614 2296
2615 /* Instead of all the stuff below, let move_player take care 2297 /* Instead of all the stuff below, let move_player take care
2616 * 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
2617 * there, as well as the confusion stuff. 2299 * there, as well as the confusion stuff.
2618 */ 2300 */
2619 move_player (op, op->direction); 2301 move_player (op, op->direction);
2620 if (op->speed_left > 0) 2302
2621 return 1; 2303 return op->speed_left > 0;
2622 else 2304 }
2623 return 0;
2624 } 2305 }
2306
2625 return 0; 2307 return 0;
2626} 2308}
2627 2309
2628int 2310int
2629save_life (object *op) 2311save_life (object *op)
2630{ 2312{
2631 object *tmp;
2632
2633 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2313 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2634 return 0; 2314 return 0;
2635 2315
2636 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2316 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2637 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2317 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2638 { 2318 {
2639 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);
2640 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
2641 if (op->contr) 2322 if (op->contr)
2642 esrv_del_item (op->contr, tmp->count); 2323 esrv_del_item (op->contr, tmp->count);
2643 remove_ob (tmp); 2324
2644 free_object (tmp); 2325 tmp->destroy ();
2645 CLEAR_FLAG (op, FLAG_LIFESAVE); 2326 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327
2646 if (op->stats.hp < 0) 2328 if (op->stats.hp < 0)
2647 op->stats.hp = op->stats.maxhp; 2329 op->stats.hp = op->stats.maxhp;
2330
2648 if (op->stats.food < 0) 2331 if (op->stats.food < 0)
2649 op->stats.food = 999; 2332 op->stats.food = 999;
2650 fix_player (op); 2333
2334 op->update_stats ();
2651 return 1; 2335 return 1;
2652 } 2336 }
2337
2653 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2338 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2654 CLEAR_FLAG (op, FLAG_LIFESAVE); 2339 CLEAR_FLAG (op, FLAG_LIFESAVE);
2655 enter_player_savebed (op); /* bring him home. */ 2340 enter_player_savebed (op); /* bring him home. */
2656 return 0; 2341 return 0;
2657} 2342}
2662 * from. 2347 * from.
2663 */ 2348 */
2664void 2349void
2665remove_unpaid_objects (object *op, object *env) 2350remove_unpaid_objects (object *op, object *env)
2666{ 2351{
2667 object *next;
2668
2669 while (op) 2352 while (op)
2670 { 2353 {
2671 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' */
2672 * we remove object 'op' 2355
2673 */
2674 if (QUERY_FLAG (op, FLAG_UNPAID)) 2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2675 { 2357 {
2676 remove_ob (op);
2677 op->x = env->x;
2678 op->y = env->y;
2679 if (env->type == PLAYER) 2358 if (env->type == PLAYER)
2680 esrv_del_item (env->contr, op->count); 2359 esrv_del_item (env->contr, op->count);
2681 insert_ob_in_map (op, env->map, NULL, 0); 2360
2361 op->insert_at (env);
2682 } 2362 }
2683 else if (op->inv) 2363 else if (op->inv)
2684 remove_unpaid_objects (op->inv, env); 2364 remove_unpaid_objects (op->inv, env);
2365
2685 op = next; 2366 op = next;
2686 } 2367 }
2687} 2368}
2688
2689 2369
2690/* 2370/*
2691 * Returns pointer a static string containing gravestone text 2371 * Returns pointer a static string containing gravestone text
2692 * Moved from apply.c to player.c - player.c is what 2372 * Moved from apply.c to player.c - player.c is what
2693 * actually uses this function. player.c may not be quite the 2373 * actually uses this function. player.c may not be quite the
2704 strcpy (buf2, " R.I.P.\n\n"); 2384 strcpy (buf2, " R.I.P.\n\n");
2705 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2706 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2386 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2707 else 2387 else
2708 sprintf (buf, "%s\n", &op->name); 2388 sprintf (buf, "%s\n", &op->name);
2389
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2391 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2392 if (op->type == PLAYER)
2712 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);
2713 else 2394 else
2714 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
2715 strncat (buf2, " ", 20 - strlen (buf) / 2); 2397 strncat (buf2, " ", 20 - strlen (buf) / 2);
2716 strcat (buf2, buf); 2398 strcat (buf2, buf);
2717 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2718 { 2400 {
2719 sprintf (buf, "by %s.\n\n", op->contr->killer); 2401 sprintf (buf, "by %s.\n\n", op->contr->killer);
2720 strncat (buf2, " ", 21 - strlen (buf) / 2); 2402 strncat (buf2, " ", 21 - strlen (buf) / 2);
2721 strcat (buf2, buf); 2403 strcat (buf2, buf);
2722 } 2404 }
2405
2723 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2406 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2724 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2725 strcat (buf2, buf); 2408 strcat (buf2, buf);
2409
2726 return buf2; 2410 return buf2;
2727} 2411}
2728
2729
2730 2412
2731void 2413void
2732do_some_living (object *op) 2414do_some_living (object *op)
2733{ 2415{
2734 int last_food = op->stats.food; 2416 int last_food = op->stats.food;
2740 int rate_grace = 2000; 2422 int rate_grace = 2000;
2741 const int max_hp = 1; 2423 const int max_hp = 1;
2742 const int max_sp = 1; 2424 const int max_sp = 1;
2743 const int max_grace = 1; 2425 const int max_grace = 1;
2744 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
2745 if (op->contr->outputs_sync) 2446 if (op->contr->outputs_sync)
2746 {
2747 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2447 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2748 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)
2749 flush_output_element (op, &op->contr->outputs[i]); 2449 flush_output_element (op, &op->contr->outputs[i]);
2750 }
2751 2450
2752 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2753 { 2452 {
2754
2755 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2756 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2757 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2758 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2759 else 2457 else
2760 { 2458 {
2761 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2762 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2763 } 2461 }
2462
2764 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2765 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2766 else 2465 else
2767 { 2466 {
2768 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2769 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2770 } 2469 }
2470
2771 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2772 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2773 else 2473 else
2774 { 2474 {
2775 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2791 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2792 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))
2793 op->stats.food = last_food; 2493 op->stats.food = last_food;
2794 } 2494 }
2795 } 2495 }
2496
2796 if (max_sp > 1) 2497 if (max_sp > 1)
2797 { 2498 {
2798 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2799 if (over_sp > 0) 2500 if (over_sp > 0)
2800 { 2501 {
2801 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2802 { 2503 {
2803 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2804 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))
2805 op->stats.sp--; 2507 op->stats.sp--;
2508
2806 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2807 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2808 } 2511 }
2809 op->last_sp = 0; 2512 op->last_sp = 0;
2810 } 2513 }
2811 else 2514 else
2812 {
2813 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);
2814 }
2815 } 2516 }
2816 else 2517 else
2817 {
2818 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);
2819 }
2820 } 2519 }
2821 2520
2822 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2823 /* 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. */
2824 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2825 { 2524 {
2826 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2827 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2828 if (max_grace > 1) 2528 if (max_grace > 1)
2829 { 2529 {
2830 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2831 if (over_grace > 0) 2531 if (over_grace > 0)
2832 { 2532 {
2860 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2861 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))
2862 op->stats.food = last_food; 2562 op->stats.food = last_food;
2863 } 2563 }
2864 } 2564 }
2565
2865 if (max_hp > 1) 2566 if (max_hp > 1)
2866 { 2567 {
2867 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2868 if (over_hp > 0) 2569 if (over_hp > 0)
2869 { 2570 {
2893 2594
2894 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2895 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);
2896 else 2597 else
2897 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2898 /* dms do not consume food */ 2600 /* dms do not consume food */
2899 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2900 op->stats.food--; 2602 op->stats.food--;
2901 } 2603 }
2902 }
2903 2604
2904 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2905 { 2606 {
2906 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2907 2608
2908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2909 { 2610 {
2910 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2911 {
2912 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2913 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2914 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.");
2915 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2916 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2917 break; 2618 break;
2918 } 2619 }
2919 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2920 flesh = tmp; 2621 flesh = tmp;
2921 } /* End if paid for object */ 2622 } /* End if paid for object */
2922 } /* end of for loop */ 2623 } /* end of for loop */
2624
2923 /* 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
2924 * eat flesh instead. 2626 * eat flesh instead.
2925 */ 2627 */
2926 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2927 { 2629 {
2928 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.");
2929 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2930 } 2632 }
2931 } /* end if player is starving */ 2633 }
2932 2634
2933 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2934 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2935 2637
2936 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))
2937 kill_player (op); 2639 kill_player (op);
2640 }
2938} 2641}
2939
2940
2941 2642
2942/* 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.
2943 * 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
2944 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2945 * file. 2646 * file.
2975 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!");
2976 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...");
2977 2678
2978 /* restore player */ 2679 /* restore player */
2979 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2980 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2981 if (tmp)
2982 { 2682 {
2983 remove_ob (tmp); 2683 tmp->destroy ();
2984 free_object (tmp);
2985 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2986 } 2685 }
2987 2686
2988 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2989 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2990 if (tmp)
2991 { 2689 {
2992 remove_ob (tmp); 2690 tmp->destroy ();
2993 free_object (tmp);
2994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2995 } 2692 }
2996 2693
2997 cure_disease (op, 0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2998 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2999 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
3000 op->stats.food = 999; 2697 op->stats.food = 999;
3001 2698
3002 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
3003 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
3004 if (tmp != NULL)
3005 { 2701 {
3006 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
3007 tmp->name = buf; 2703 tmp->name = buf;
3008 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
3009 " 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",
3010 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3011 tmp->msg = buf; 2707 tmp->msg = buf;
3012 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
3013 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
3014 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
3015 insert_ob_in_map (tmp, op->map, op, 0);
3016 } 2711 }
3017 2712
3018 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
3019 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
3020 op->contr->braced = 0; 2715 op->contr->braced = 0;
3025 2720
3026 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
3027 2722
3028 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
3029 { 2724 {
3030 if (op->contr->explore)
3031 {
3032 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3033 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3034 op->stats.food = 999;
3035 return;
3036 }
3037 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
3038 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3039 } 2727 }
3040 else 2728 else
3041 {
3042 if (op->contr->explore)
3043 {
3044 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3045 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3046 op->stats.hp = op->stats.maxhp;
3047 return;
3048 }
3049 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
3050 } 2730
3051 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3052 2732
3053 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3054 x = op->x; 2734 x = op->x;
3055 y = op->y; 2735 y = op->y;
3056 map = op->map; 2736 map = op->map;
3057 2737
3058
3059 if (settings.not_permadeth == TRUE)
3060 {
3061 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3062 * 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.
3063 * 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.
3064 */ 2741 */
3065 2742
3066 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3067 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3068 * of death. 2745 * of death.
3069 */ 2746 */
3070#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3071 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3072 { 2749 {
3073 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3074 /* 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
3075 more if they do. */ 2752 more if they do. */
3076 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3077 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3078 little bit harder. */ 2755 little bit harder. */
3079 /* GD */ 2756 /* GD */
3080 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3081 num_stats_lose = 1; 2758 num_stats_lose = 1;
3082 else
3083 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3084 }
3085 else 2759 else
3086 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3087 num_stats_lose = 1; 2763 num_stats_lose = 1;
3088 } 2764
3089 lost_a_stat = 0; 2765 lost_a_stat = 0;
3090 2766
3091 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3092 { 2768 {
3093 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3094 2770
3095 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3096 { 2772 {
3097 /* 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
3098 * what he lost. 2774 * what he lost.
3099 */ 2775 */
3100 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3101 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3102 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3103 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3104 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3105 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);
3106 } 2794 }
3107 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3108 { 2797 {
3109 /* deplete a stat */ 2798 /* GD */
3110 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3111 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3112 2801 if (this_stat < 0)
3113 dep = present_arch_in_ob (deparch, op);
3114 if (!dep)
3115 { 2802 {
3116 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3117 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3118 } 2805
3119 lose_this_stat = 1; 2806 /* Yes, I am paranoid. Sue me. */
3120 if (settings.balanced_stat_loss)
3121 {
3122 /* GD */
3123 /* Get the stat that we're about to deplete. */
3124 this_stat = get_attr_value (&(dep->stats), i);
3125 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)
3126 { 2812 {
3127 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3128 int keep_chance = this_stat * this_stat;
3129
3130 /* Yes, I am paranoid. Sue me. */
3131 if (keep_chance < 1)
3132 keep_chance = 1;
3133
3134 /* There is a maximum depletion total per level. */
3135 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3136 {
3137 lose_this_stat = 0; 2813 lose_this_stat = 0;
3138 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3139 retain the stat. */ 2815 retain the stat. */
3140 }
3141 else
3142 {
3143 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3144 lose_this_stat = 0;
3145 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3146 this_stat, keep_chance, loss_chance,
3147 lose_this_stat?"LOSE":"KEEP"); */
3148 }
3149 } 2816 }
3150 }
3151
3152 if (lose_this_stat)
3153 {
3154 this_stat = get_attr_value (&(dep->stats), i);
3155 /* We could try to do something clever like find another
3156 * stat to reduce if this fails. But chances are, if
3157 * stats have been depleted to -50, all are pretty low
3158 * and should be roughly the same, so it shouldn't make a
3159 * difference.
3160 */ 2817 else
3161 if (this_stat >= -50)
3162 { 2818 {
3163 change_attr_value (&(dep->stats), i, -1); 2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3164 SET_FLAG (dep, FLAG_APPLIED);
3165 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3166 fix_player (op);
3167 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"); */
3168 } 2824 }
3169 } 2825 }
3170 } 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 }
3171 } 2845 }
2846 }
2847 }
3172 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3173 if (!lost_a_stat) 2849 if (!lost_a_stat)
3174 { 2850 {
3175 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3176 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3177 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3178 2854
3179 if (god && (strcmp (god, "none"))) 2855 if (god && (strcmp (god, "none")))
3180 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);
3181 else 2857 else
3182 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.");
3183 } 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.");
3184#endif 2862#endif
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3186 2863
3187 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3188 * exp loss on the stone. 2865 * exp loss on the stone.
3189 */ 2866 */
3190 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3191 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3192 tmp->name = buf; 2869 tmp->name = buf;
3193 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3194 tmp->name_pl = buf; 2871 tmp->name_pl = buf;
3195 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);
3196 tmp->msg = buf; 2873 tmp->msg = buf;
3197 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3198 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3199 2876
3200 /**************************************/ 2877 /**************************************/
3201 /* */ 2878 /* */
3202 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3203 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3204 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3205 /* */ 2882 /* */
3206
3207 /**************************************/ 2883 /**************************************/
3208 2884
3209 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3210 /* restore player */ 2886 /* restore player */
3211 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3212 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
2889
3213 if (tmp) 2890 if (tmp)
3214 { 2891 {
3215 remove_ob (tmp); 2892 tmp->destroy ();
3216 free_object (tmp);
3217 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3218 } 2894 }
3219 2895
3220 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3221 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3222 if (tmp) 2898 if (tmp)
3223 { 2899 {
3224 remove_ob (tmp); 2900 tmp->destroy ();
3225 free_object (tmp);
3226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3227 } 2902 }
2903
3228 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3229 2905
3230 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3231 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3232 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3233 op->stats.food = 900; 2909 op->stats.food = 900;
3234 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3235 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3236 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3237 2913
3238 /* 2914 /*
3239 * 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
3240 * the player has any unpaid items. If so, remove them and put them back 2916 * and put them back in the map.
3241 * in the map. 2917 */
3242 */
3243
3244 if (is_in_shop (op))
3245 remove_unpaid_objects (op->inv, op); 2918 remove_unpaid_objects (op->inv, op);
3246 2919
3247 /****************************************/ 2920 /****************************************/
3248 /* */ 2921 /* */
3249 /* Move player to his current respawn- */ 2922 /* Move player to his current respawn- */
3250 /* position (usually last savebed) */ 2923 /* position (usually last savebed) */
3251 /* */ 2924 /* */
3252
3253 /****************************************/ 2925 /****************************************/
3254 2926
3255 enter_player_savebed (op); 2927 enter_player_savebed (op);
3256 2928
3257 /* Save the player before inserting the force to reduce
3258 * chance of abuse.
3259 */
3260 op->contr->braced = 0; 2929 op->contr->braced = 0;
3261 save_player (op, 1);
3262 2930
3263 /* it is possible that the player has blown something up 2931 /* it is possible that the player has blown something up
3264 * at his savebed location, and that can have long lasting 2932 * at his savebed location, and that can have long lasting
3265 * spell effects. So first see if there is a spell effect 2933 * spell effects. So first see if there is a spell effect
3266 * on the space that might harm the player. 2934 * on the space that might harm the player.
3267 */ 2935 */
3268 will_kill_again = 0; 2936 will_kill_again = 0;
3269 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)
3270 {
3271 if (tmp->type == SPELL_EFFECT) 2938 if (tmp->type == SPELL_EFFECT)
3272 will_kill_again |= tmp->attacktype; 2939 will_kill_again |= tmp->attacktype;
3273 } 2940
3274 if (will_kill_again) 2941 if (will_kill_again)
3275 { 2942 {
3276 object *force; 2943 object *force;
3277 int at; 2944 int at;
3278 2945
3279 force = get_archetype (FORCE_NAME); 2946 force = get_archetype (FORCE_NAME);
3280 /* 50 ticks should be enough time for the spell to abate */ 2947 /* 50 ticks should be enough time for the spell to abate */
3281 force->speed = 0.1; 2948 force->speed = 0.1;
3282 force->speed_left = -5.0; 2949 force->speed_left = -5.0;
3283 SET_FLAG (force, FLAG_APPLIED); 2950 SET_FLAG (force, FLAG_APPLIED);
3284 for (at = 0; at < NROFATTACKS; at++) 2951 for (at = 0; at < NROFATTACKS; at++)
3285 {
3286 if (will_kill_again & (1 << at)) 2952 if (will_kill_again & (1 << at))
3287 force->resist[at] = 100; 2953 force->resist[at] = 100;
3288 } 2954
3289 insert_ob_in_ob (force, op); 2955 insert_ob_in_ob (force, op);
3290 fix_player (op); 2956 op->update_stats ();
3291 2957
3292 } 2958 }
3293 2959
3294 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2960 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3295 return;
3296 } /* NOT_PERMADETH */
3297 else
3298 {
3299 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3300 * should probably be embedded in an else statement.
3301 */
3302
3303 op->contr->party = NULL;
3304 if (settings.set_title == TRUE)
3305 op->contr->own_title[0] = '\0';
3306 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3307 check_score (op);
3308 if (op->contr->ranges[range_golem] != NULL)
3309 {
3310 remove_friendly_object (op->contr->ranges[range_golem]);
3311 remove_ob (op->contr->ranges[range_golem]);
3312 free_object (op->contr->ranges[range_golem]);
3313 op->contr->ranges[range_golem] = NULL;
3314 op->contr->golem_count = 0;
3315 }
3316 loot_object (op); /* Remove some of the items for good */
3317 remove_ob (op);
3318 op->direction = 0;
3319
3320 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3321 {
3322 delete_character (op->name, 0);
3323 if (settings.resurrection == TRUE)
3324 {
3325 /* save playerfile sans equipment when player dies
3326 ** then save it as player.pl.dead so that future resurrection
3327 ** type spells will work on them nicely
3328 */
3329 delete_character (op->name, 0);
3330 op->stats.hp = op->stats.maxhp;
3331 op->stats.food = 999;
3332
3333 /* set the location of where the person will reappear when */
3334 /* maybe resurrection code should fix map also */
3335 strcpy (op->contr->maplevel, settings.emergency_mapname);
3336 if (op->map != NULL)
3337 op->map = NULL;
3338 op->x = settings.emergency_x;
3339 op->y = settings.emergency_y;
3340 save_player (op, 0);
3341 op->map = map;
3342 /* please see resurrection.c: peterm */
3343 dead_player (op);
3344 }
3345 else
3346 delete_character (op->name, 1);
3347 }
3348
3349 play_again (op);
3350
3351 /* peterm: added to create a corpse at deathsite. */
3352 tmp = arch_to_object (archetype::find ("corpse_pl"));
3353 sprintf (buf, "%s", &op->name);
3354 tmp->name = tmp->name_pl = buf;
3355 tmp->level = op->level;
3356 tmp->x = x;
3357 tmp->y = y;
3358 tmp->msg = gravestone_text (op);
3359 SET_FLAG (tmp, FLAG_UNIQUE);
3360 insert_ob_in_map (tmp, map, NULL, 0);
3361 }
3362} 2961}
3363
3364 2962
3365void 2963void
3366loot_object (object *op) 2964loot_object (object *op)
3367{ /* Grab and destroy some treasure */ 2965{ /* Grab and destroy some treasure */
3368 object *tmp, *tmp2, *next; 2966 object *tmp, *tmp2, *next;
3369 2967
3370 if (op->container) 2968 op->close_container (); /* close open sack first */
3371 { /* close open sack first */
3372 esrv_apply_container (op, op->container);
3373 }
3374 2969
3375 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3376 { 2971 {
3377 next = tmp->below; 2972 next = tmp->below;
3378 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3379 continue; 2975 continue;
3380 remove_ob (tmp); 2976
2977 tmp->remove ();
3381 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
2979
3382 if (tmp->type == CONTAINER) 2980 if (tmp->type == CONTAINER)
3383 { /* empty container to ground */ 2981 loot_object (tmp); /* empty container to ground */
3384 loot_object (tmp); 2982
3385 }
3386 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))))
3387 { 2984 {
3388 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
3389 { 2986 {
3390 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3391 free_object (tmp2); 2988 tmp2->destroy ();
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 2990 }
3394 else 2991 else
3395 free_object (tmp); 2992 tmp->destroy ();
3396 } 2993 }
3397 else 2994 else
3398 insert_ob_in_map (tmp, op->map, NULL, 0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
3399 } 2996 }
3400} 2997}
3402/* 2999/*
3403 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
3404 * 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
3405 * was changed. 3002 * was changed.
3406 */ 3003 */
3407
3408void 3004void
3409fix_weight (void) 3005fix_weight (void)
3410{ 3006{
3411 player *pl; 3007 for_all_players (pl)
3412
3413 for (pl = first_player; pl != NULL; pl = pl->next)
3414 { 3008 {
3415 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3009 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3416 3010
3417 if (old == sum) 3011 if (old == sum)
3418 continue; 3012 continue;
3419 fix_player (pl->ob); 3013 pl->ob->update_stats ();
3420 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);
3421 } 3015 }
3422} 3016}
3423 3017
3424void 3018void
3425fix_luck (void) 3019fix_luck (void)
3426{ 3020{
3427 player *pl; 3021 for_all_players (pl)
3428
3429 for (pl = first_player; pl != NULL; pl = pl->next)
3430 if (!pl->ob->contr->state) 3022 if (!pl->ob->contr->ns->state)
3431 change_luck (pl->ob, 0); 3023 pl->ob->change_luck (0);
3432} 3024}
3433
3434 3025
3435/* cast_dust() - handles op throwing objects of type 'DUST'. 3026/* cast_dust() - handles op throwing objects of type 'DUST'.
3436 * This is much simpler in the new spell code - we basically 3027 * This is much simpler in the new spell code - we basically
3437 * just treat this as any other spell casting object. 3028 * just treat this as any other spell casting object.
3438 */ 3029 */
3439
3440void 3030void
3441cast_dust (object *op, object *throw_ob, int dir) 3031cast_dust (object *op, object *throw_ob, int dir)
3442{ 3032{
3443 object *skop, *spob; 3033 object *skop, *spob;
3444 3034
3465 if (op->type == PLAYER) 3055 if (op->type == PLAYER)
3466 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);
3467 3057
3468 cast_spell (op, throw_ob, dir, spob, NULL); 3058 cast_spell (op, throw_ob, dir, spob, NULL);
3469 3059
3470 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3060 throw_ob->destroy ();
3471 remove_ob (throw_ob);
3472 free_object (throw_ob);
3473} 3061}
3474 3062
3475void 3063void
3476make_visible (object *op) 3064make_visible (object *op)
3477{ 3065{
3480 if (op->type == PLAYER) 3068 if (op->type == PLAYER)
3481 { 3069 {
3482 op->contr->tmp_invis = 0; 3070 op->contr->tmp_invis = 0;
3483 op->contr->invis_race = 0; 3071 op->contr->invis_race = 0;
3484 } 3072 }
3073
3485 update_object (op, UP_OBJ_FACE); 3074 update_object (op, UP_OBJ_CHANGE);
3486} 3075}
3487 3076
3488int 3077int
3489is_true_undead (object *op) 3078is_true_undead (object *op)
3490{ 3079{
3491 object *tmp = NULL;
3492
3493 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3494 return 1; 3081 return 1;
3495 3082
3496 if (op->type == PLAYER)
3497 for (tmp = op->inv; tmp; tmp = tmp->below)
3498 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3499 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3500 return 1;
3501 return 0; 3083 return 0;
3502} 3084}
3503 3085
3504/* look at the surrounding terrain to determine 3086/* look at the surrounding terrain to determine
3505 * the hideability of this object. Positive levels 3087 * the hideability of this object. Positive levels
3561 3143
3562 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3144 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3563 3145
3564 /* 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! */
3565 if (op->type == PLAYER && op->contr->run_on) 3147 if (op->type == PLAYER && op->contr->run_on)
3566 {
3567 if (!skop || num >= skop->level) 3148 if (!skop || num >= skop->level)
3568 { 3149 {
3569 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!");
3570 make_visible (op); 3151 make_visible (op);
3571 return; 3152 return;
3572 } 3153 }
3573 else 3154 else
3574 num += 20; 3155 num += 20;
3575 } 3156
3576 num += op->map->difficulty; 3157 num += op->map->difficulty;
3577 hide = hideability (op); /* modify by terrain hidden level */ 3158 hide = hideability (op); /* modify by terrain hidden level */
3578 num -= hide; 3159 num -= hide;
3160
3579 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3161 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3580 { 3162 {
3581 make_visible (op); 3163 make_visible (op);
3582 if (op->type == PLAYER) 3164 if (op->type == PLAYER)
3583 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!");
3584 } 3166 }
3585 else if (op->type == PLAYER && skop) 3167 else if (op->type == PLAYER && skop)
3586 {
3587 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);
3588 }
3589} 3169}
3590 3170
3591/* determine if who is standing near a hostile creature. */ 3171/* determine if who is standing near a hostile creature. */
3592 3172
3593int 3173int
3620 if (mflags & P_OUT_OF_MAP) 3200 if (mflags & P_OUT_OF_MAP)
3621 continue; 3201 continue;
3622 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)))
3623 continue; 3203 continue;
3624 3204
3625 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)
3626 { 3206 {
3627 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))
3628 return 1; 3208 return 1;
3629 else if (tmp->type == PLAYER) 3209 else if (tmp->type == PLAYER)
3630 { 3210 {
3660 if (pl->type != PLAYER) 3240 if (pl->type != PLAYER)
3661 { 3241 {
3662 LOG (llevError, "player_can_view() called for non-player object\n"); 3242 LOG (llevError, "player_can_view() called for non-player object\n");
3663 return -1; 3243 return -1;
3664 } 3244 }
3245
3665 if (!pl || !op) 3246 if (!pl || !op)
3666 return 0; 3247 return 0;
3667 3248
3668 if (op->head)
3669 {
3670 op = op->head; 3249 op = op->head_ ();
3671 } 3250
3672 get_rangevector (pl, op, &rv, 0x1); 3251 get_rangevector (pl, op, &rv, 0x1);
3673 3252
3674 /* starting with the 'head' part, lets loop 3253 /* starting with the 'head' part, lets loop
3675 * through the object and find if it has any 3254 * through the object and find if it has any
3676 * part that is in the los array but isnt on 3255 * part that is in the los array but isnt on
3684 3263
3685 /* only the viewable area the player sees is updated by LOS 3264 /* only the viewable area the player sees is updated by LOS
3686 * 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
3687 * for any meaningful values. 3266 * for any meaningful values.
3688 */ 3267 */
3689 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3268 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3690 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3269 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3691 !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)])
3692 return 1; 3271 return 1;
3693 op = op->more; 3272 op = op->more;
3694 } 3273 }
3695 return 0; 3274 return 0;
3696} 3275}
3793 char buf[MAX_BUF]; /* tmp. string buffer */ 3372 char buf[MAX_BUF]; /* tmp. string buffer */
3794 int i = 0, j = 0; 3373 int i = 0, j = 0;
3795 3374
3796 /* get the appropriate treasurelist */ 3375 /* get the appropriate treasurelist */
3797 if (atnr == ATNR_FIRE) 3376 if (atnr == ATNR_FIRE)
3798 trlist = find_treasurelist ("dragon_ability_fire"); 3377 trlist = treasurelist::find ("dragon_ability_fire");
3799 else if (atnr == ATNR_COLD) 3378 else if (atnr == ATNR_COLD)
3800 trlist = find_treasurelist ("dragon_ability_cold"); 3379 trlist = treasurelist::find ("dragon_ability_cold");
3801 else if (atnr == ATNR_ELECTRICITY) 3380 else if (atnr == ATNR_ELECTRICITY)
3802 trlist = find_treasurelist ("dragon_ability_elec"); 3381 trlist = treasurelist::find ("dragon_ability_elec");
3803 else if (atnr == ATNR_POISON) 3382 else if (atnr == ATNR_POISON)
3804 trlist = find_treasurelist ("dragon_ability_poison"); 3383 trlist = treasurelist::find ("dragon_ability_poison");
3805 3384
3806 if (trlist == NULL || who->type != PLAYER) 3385 if (trlist == NULL || who->type != PLAYER)
3807 return; 3386 return;
3808 3387
3809 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++);
3810 3389
3811 if (tr == NULL || tr->item == NULL) 3390 if (!tr || !tr->item)
3812 { 3391 {
3813 /* 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]); */
3814 return; 3393 return;
3815 } 3394 }
3816 3395
3882 { 3461 {
3883 /* forces in the treasurelist can alter the player's stats */ 3462 /* forces in the treasurelist can alter the player's stats */
3884 object *skin; 3463 object *skin;
3885 3464
3886 /* first get the dragon skin force */ 3465 /* first get the dragon skin force */
3466 shstr_cmp dragon_skin_force ("dragon_skin_force");
3887 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
3888 if (skin == NULL) 3470 if (!skin)
3889 return; 3471 return;
3890 3472
3891 /* adding new spellpath attunements */ 3473 /* adding new spellpath attunements */
3892 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3474 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3893 { 3475 {
3938 * not readied. 3520 * not readied.
3939 */ 3521 */
3940void 3522void
3941player_unready_range_ob (player *pl, object *ob) 3523player_unready_range_ob (player *pl, object *ob)
3942{ 3524{
3943 rangetype i;
3944
3945 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))
3946 {
3947 if (pl->ranges[i] == ob) 3526 if (pl->ranges[i] == ob)
3948 { 3527 {
3949 pl->ranges[i] = NULL; 3528 pl->ranges[i] = 0;
3950 if (pl->shoottype == i) 3529 if (pl->shoottype == i)
3951 {
3952 pl->shoottype = range_none; 3530 pl->shoottype = range_none;
3953 }
3954 } 3531 }
3955 }
3956} 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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