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Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.110 by root, Mon Apr 16 06:23:43 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <sounds.h> 28#include <sounds.h>
30#include <living.h> 29#include <living.h>
31#include <object.h> 30#include <object.h>
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35 33
36#ifdef COZY_SERVER 34#include <algorithm>
37extern int same_party (partylist *a, partylist *b); 35#include <functional>
38#endif
39 36
40player * 37playervec players;
41find_player (const char *plname)
42{
43 player *pl;
44
45 for (pl = first_player; pl != NULL; pl = pl->next)
46 {
47 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
48 return pl;
49 };
50 return NULL;
51}
52
53player *
54find_player_partial_name (const char *plname)
55{
56 player *pl;
57 player *found = NULL;
58 size_t namelen = strlen (plname);
59
60 for (pl = first_player; pl != NULL; pl = pl->next)
61 {
62 if ((size_t) strlen (pl->ob->name) < namelen)
63 continue;
64
65 if (!strcmp (pl->ob->name, plname))
66 return pl;
67
68 if (!strncasecmp (pl->ob->name, plname, namelen))
69 {
70 if (found)
71 return NULL;
72
73 found = pl;
74 }
75 }
76 return found;
77}
78 38
79void 39void
80display_motd (const object *op) 40display_motd (const object *op)
81{ 41{
82 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
85 int comp; 45 int comp;
86 int size; 46 int size;
87 47
88 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
89 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
90 {
91 return; 50 return;
92 } 51
93 motd[0] = '\0'; 52 motd[0] = '\0';
94 size = 0; 53 size = 0;
54
95 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
96 { 56 {
97 if (*buf == '#') 57 if (*buf == '#')
98 continue; 58 continue;
59
99 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
100 size += strlen (buf); 61 size += strlen (buf);
101 } 62 }
63
102 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);
103 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
104} 66}
105 67
106void 68void
112 int comp; 74 int comp;
113 int size; 75 int size;
114 76
115 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
116 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
117 {
118 return; 79 return;
119 } 80
120 rules[0] = '\0'; 81 rules[0] = '\0';
121 size = 0; 82 size = 0;
83
122 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
123 { 85 {
124 if (*buf == '#') 86 if (*buf == '#')
125 continue; 87 continue;
88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
127 { 90 {
128 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
129 break; 92 break;
130 } 93 }
94
131 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
132 size += strlen (buf); 96 size += strlen (buf);
133 } 97 }
98
134 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);
135 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
136} 101}
137 102
138void 103void
146 int size; 111 int size;
147 112
148 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
149 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
150 return; 115 return;
116
151 news[0] = '\0'; 117 news[0] = '\0';
152 subject[0] = '\0'; 118 subject[0] = '\0';
153 size = 0; 119 size = 0;
120
154 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
155 { 122 {
156 if (*buf == '#') 123 if (*buf == '#')
157 continue; 124 continue;
125
158 if (*buf == '%') 126 if (*buf == '%')
159 { /* send one news */ 127 { /* send one news */
160 if (size > 0) 128 if (size > 0)
161 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
162 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
163 strip_endline (subject); 132 strip_endline (subject);
164 size = 0; 133 size = 0;
165 news[0] = '\0'; 134 news[0] = '\0';
166 } 135 }
175 size += strlen (buf); 144 size += strlen (buf);
176 } 145 }
177 } 146 }
178 147
179 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
180 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);
181 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
182}
183
184int
185playername_ok (const char *cp)
186{
187 /* Don't allow - or _ as first character in the name */
188 if (*cp == '-' || *cp == '_')
189 return 0;
190
191 for (; *cp != '\0'; cp++)
192 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
193 return 0;
194 return 1;
195}
196
197/* This no longer sets the player map. Also, it now updates
198 * all the pointers so the caller doesn't need to do that.
199 * Caller is responsible for setting the correct map.
200 */
201
202/* Redo this to do both get_player_ob and get_player.
203 * Hopefully this will be less bugfree and simpler.
204 * Returns the player structure. If 'p' is null,
205 * we create a new one. Otherwise, we recycle
206 * the one that is passed.
207 */
208static player *
209get_player (player *p)
210{
211 object *op = arch_to_object (get_player_archetype (NULL));
212 int i;
213
214 if (!p)
215 {
216 p = new player;
217
218 /* This adds the player in the linked list. There is extra
219 * complexity here because we want to add the new player at the
220 * end of the list - there is in fact no compelling reason that
221 * that needs to be done except for things like output of
222 * 'who'.
223 */
224 player *tmp = first_player;
225
226 while (tmp != NULL && tmp->next != NULL)
227 tmp = tmp->next;
228 if (tmp != NULL)
229 tmp->next = p;
230 else
231 first_player = p;
232
233 p->next = NULL;
234 }
235
236 /* Clears basically the entire player structure except
237 * for next and socket.
238 */
239 p->clear ();
240
241 /* There are some elements we want initialized to non zero value -
242 * we deal with that below this point.
243 */
244 p->party = NULL;
245 p->outputs_sync = 16; /* Every 2 seconds */
246 p->outputs_count = 8; /* Keeps present behaviour */
247 p->unapply = unapply_nochoice;
248 p->Swap_First = -1;
249
250#ifdef AUTOSAVE
251 p->last_save_tick = 9999999;
252#endif
253
254 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
255
256 op->contr = p; /* this aren't yet in archetype */
257 p->ob = op;
258 op->speed_left = 0.5;
259 op->speed = 1.0;
260 op->direction = 5; /* So player faces south */
261 op->stats.wc = 2;
262 op->run_away = 25; /* Then we panick... */
263 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
264
265 roll_stats (op);
266 p->state = ST_ROLL_STAT;
267 clear_los (op);
268
269 p->gen_sp_armour = 10;
270 p->last_speed = -1;
271 p->shoottype = range_none;
272 p->bowtype = bow_normal;
273 p->petmode = pet_normal;
274 p->listening = 10;
275 p->usekeys = containers;
276 p->last_weapon_sp = -1;
277 p->peaceful = 1; /* default peaceful */
278 p->do_los = 1;
279 p->explore = 0;
280 p->no_shout = 0; /* default can shout */
281
282 assign (p->title, op->arch->clone.name);
283 op->race = op->arch->clone.race;
284
285 CLEAR_FLAG (op, FLAG_READY_SKILL);
286
287 /* we need to clear these to -1 and not zero - otherwise,
288 * if a player quits and starts a new character, we wont
289 * send new values to the client, as things like exp start
290 * at zero.
291 */
292 for (i = 0; i < NUM_SKILLS; i++)
293 {
294 p->last_skill_exp[i] = -1;
295 p->last_skill_ob[i] = NULL;
296 }
297 for (i = 0; i < NROFATTACKS; i++)
298 {
299 p->last_resist[i] = -1;
300 }
301 p->last_stats.exp = -1;
302 p->last_weight = (uint32) - 1;
303
304 p->socket.update_look = 0;
305 p->socket.look_position = 0;
306 return p;
307} 151}
308 152
309/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
310static void 154static void
311set_first_map (object *op) 155set_first_map (object *op)
312{ 156{
313 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
314 op->x = -1; 158 op->x = -1;
315 op->y = -1; 159 op->y = -1;
316 enter_exit (op, NULL);
317} 160}
318 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300}
301
302// the need for this function can be explained
303// by load_object not returning the object
304void
305player::set_object (object *op)
306{
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313}
314
315player::player ()
316{
317 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point.
319 */
320 outputs_sync = 6; /* Every 2 seconds */
321 outputs_count = 10; /* Keeps present behaviour */
322 unapply = unapply_nochoice;
323
324 savebed_map = first_map_path; /* Init. respawn position */
325
326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334}
335
336void
337player::do_destroy ()
338{
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
348}
349
350player::~player ()
351{
352 /* Clear item stack */
353 free (stack_items);
354}
355
319/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
320 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
321 * mode. 358 * mode.
322 */ 359 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 360player *
361player::create ()
362{
363 player *pl = new player;
328 364
329 p = get_player (NULL); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
330 p->socket = *ns;
331 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
332 366
333 if (p->socket.faces_sent == NULL) 367 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
335 370
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 //TODO socket copying is EVIL, do not do this
342 p->socket.inbuf_len = 0;
343 set_first_map (p->ob); 371 set_first_map (pl->ob);
344 372
345 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
346 add_friendly_object (p->ob);
347 send_rules (p->ob);
348 send_news (p->ob);
349 display_motd (p->ob);
350 get_name (p->ob);
351
352 return 0; 373 return pl;
353} 374}
354 375
355/* 376/*
356 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
366 { 387 {
367 if (at == NULL || at->next == NULL) 388 if (at == NULL || at->next == NULL)
368 at = first_archetype; 389 at = first_archetype;
369 else 390 else
370 at = at->next; 391 at = at->next;
392
371 if (at->clone.type == PLAYER) 393 if (at->clone.type == PLAYER)
372 return at; 394 return at;
395
373 if (at == start) 396 if (at == start)
374 { 397 {
375 LOG (llevError, "No Player archetypes\n"); 398 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 399 exit (-1);
377 } 400 }
378 } 401 }
379} 402}
380 403
381
382object * 404object *
383get_nearest_player (object *mon) 405get_nearest_player (object *mon)
384{ 406{
385 object *op = NULL; 407 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 408 objectlink *ol;
388 unsigned lastdist; 409 unsigned lastdist;
389 rv_vector rv; 410 rv_vector rv;
390 411
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 413 {
393 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 421 object *tmp = ol->ob;
401 422
402 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 424 * itself will have been cleared.
404 */ 425 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
406 ol = ol->next; 428 ol = ol->next;
407 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
408 if (!ol) 430 if (!ol)
409 return op; 431 return op;
410 } 432 }
423 { 445 {
424 op = ol->ob; 446 op = ol->ob;
425 lastdist = rv.distance; 447 lastdist = rv.distance;
426 } 448 }
427 } 449 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 450
429 { 451 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
434 { 454 {
435 op = pl->ob; 455 op = pl->ob;
436 lastdist = rv.distance; 456 lastdist = rv.distance;
437 } 457 }
438 } 458
439 }
440#if 0 459#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 461#endif
443 return op; 462 return op;
444} 463}
462 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
463 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 483 * is probably not a good thing.
465 */ 484 */
466#define MAX_SPACES 50 485#define MAX_SPACES 50
467
468 486
469/* 487/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
471 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
472 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 521 x = mon->x;
504 y = mon->y; 522 y = mon->y;
505 m = mon->map; 523 m = mon->map;
506 dir = rv.direction; 524 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
509 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 529 if (diff > max)
511 return 0; 530 return 0;
531
512 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
513 { 533 {
514 lastx = x; 534 lastx = x;
515 lasty = y; 535 lasty = y;
516 lastmap = m; 536 lastmap = m;
598 max--; 618 max--;
599 lastdir = dir; 619 lastdir = dir;
600 if (!firstdir) 620 if (!firstdir)
601 firstdir = dir; 621 firstdir = dir;
602 } 622 }
623
603 if (diff <= 1) 624 if (diff <= 1)
604 { 625 {
605 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 627 * headed toward player for entire distance.
607 */ 628 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
609 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 631 }
632
611 if (diff > max) 633 if (diff > max)
612 return 0; 634 return 0;
613 } 635 }
636
614 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
615 if (!max) 638 if (!max)
616 return 0; 639 return 0;
617 640
618 return firstdir; 641 return firstdir;
711 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
712 link_player_skills (pl); 735 link_player_skills (pl);
713} 736}
714 737
715void 738void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 op->remove ();
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->destroy (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
800{ 740{
801 if (party == NULL) 741 if (party == NULL)
802 { 742 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 744 return;
805 } 745 }
746
806 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 751}
811
812 752
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 754static int
815roll_stat (void) 755roll_stat (void)
816{ 756{
817 int a[4], i, j, k; 757 int a[4], i, j, k;
818 758
819 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
821 761
822 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 763 if (a[i] < k)
824 k = a[i], j = i; 764 k = a[i], j = i;
825 765
826 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 767 if (i != j)
829 k += a[i]; 768 k += a[i];
830 } 769
831 return k; 770 return k;
832} 771}
833 772
834void 773void
835roll_stats (object *op) 774object::roll_stats ()
836{ 775{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 776 int statsort [7];
840 777
841 do 778 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 779 {
852 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
853 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
854 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 790
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
887 798
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 799 stats.exp = 0;
899 op->stats.ac = 0; 800 stats.ac = 0;
900 801
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
909 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
910} 814}
911 815
912void 816void
913Roll_Again (object *op) 817object::swap_stats (int a, int b)
914{ 818{
915 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 822
920void 823 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
922{ 855{
923 signed char tmp;
924 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
925 857
926 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 862}
1041 863
1042/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1046 * not the class. 868 * not the class.
1047 */ 869 */
1048
1049int 870int
1050key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1051{ 872{
1052 int tmp_loop; 873 int tmp_loop;
1053 874
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1061 { 876 {
1062 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1063 878
1064 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
1066 881
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 883 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1070 885
1071 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1073 888
1074 op->contr->state = ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
1075 890
1076 if (op->msg) 891 if (op->msg)
1077 op->msg = NULL; 892 op->msg = NULL;
1078 893
1079 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
1080 * to save here. 895 * to save here.
1081 */ 896 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 898 make_path_to_file (buf);
1084 899
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 900 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 903 link_player_skills (op);
1092 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1093 fix_player (op); 905 op->update_stats ();
1094 906
1095 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1096 * is one for this race 908 * is one for this race
1097 */ 909 */
1098 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1099 { 911 {
1100 object *tmp; 912 object *tmp;
1101 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1102 914
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 916 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1110 * default initial map */ 922 * default initial map */
1111 tmp->destroy (); 923 tmp->destroy ();
1112 } 924 }
1113 else 925 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 927
1117 return 0; 928 return 0;
1118 } 929 }
1119 930
1120 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1125 while (!tmp_loop) 936 while (!tmp_loop)
1126 { 937 {
1127 shstr name = op->name; 938 shstr name = op->name;
1128 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1129 940
1130 remove_statbonus (op); 941 op->remove_statbonus ();
1131 op->remove (); 942 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1134 op->instantiate (); 945 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1137 op->x = x; 948 op->x = x;
1138 op->y = y; 949 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 953 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1144 } 955 }
1145 956
1146 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 959 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 962 op->stats.grace = 0;
1152 963
1153 if (op->msg) 964 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 966
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 968 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} 969}
1208 970
1209void 971void
1210flee_player (object *op) 972flee_player (object *op)
1211{ 973{
1241 { 1003 {
1242 op->enemy = NULL; 1004 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1006 return;
1245 } 1007 }
1008
1246 get_rangevector (op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1247 1010
1248 dir = absdir (4 + rv.direction); 1011 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1012 for (diff = 0; diff < 3; diff++)
1250 { 1013 {
1251 int m = 1 - (RANDOM () & 2); 1014 int m = 1 - (RANDOM () & 2);
1252 1015
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1017 return;
1256 }
1257 } 1018 }
1019
1258 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1022 op->enemy = NULL;
1261} 1023}
1262 1024
1268int 1030int
1269check_pick (object *op) 1031check_pick (object *op)
1270{ 1032{
1271 object *tmp, *next; 1033 object *tmp, *next;
1272 int stop = 0; 1034 int stop = 0;
1273 int j, k, wvratio; 1035 int wvratio;
1274 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1275 1037
1276 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1278 return 1; 1040 return 1;
1279 1041
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1112 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 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)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 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 } 1117 }
1118
1384 /* philosophy: 1119 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1124 * example.
1390 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1378 * found object is returned.
1644 */ 1379 */
1645object * 1380object *
1646find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1647{ 1382{
1648 object *tmp = NULL; 1383 object *tmp = 0;
1649 1384
1650 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1654 return op; 1389 return op;
1390
1655 return tmp; 1391 return tmp;
1656} 1392}
1657 1393
1658/* 1394/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1399 */
1664
1665object * 1400object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1402{
1668 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1818 if (!dir) 1553 if (!dir)
1819 { 1554 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1556 return 0;
1822 } 1557 }
1558
1823 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1825 else 1561 else
1826 { 1562 {
1827 for (bow = op->inv; bow; bow = bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1835 { 1571 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1573 return 0;
1838 } 1574 }
1839 } 1575 }
1576
1840 if (!bow->race || !bow->skill) 1577 if (!bow->race || !bow->skill)
1841 { 1578 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1580 return 0;
1844 } 1581 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1584
1848 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1851 if (bowspeed < 1) 1589 if (bowspeed < 1)
1852 bowspeed = 1; 1590 bowspeed = 1;
1853 1591
1854 if (arrow == NULL) 1592 if (arrow == NULL)
1855 { 1593 {
1861 else 1599 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1601 return 0;
1864 } 1602 }
1865 } 1603 }
1604
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1606 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1607 return 0;
1870 } 1608
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1610 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1612 return 0;
1875 } 1613 }
1881 return 0; 1619 return 0;
1882 } 1620 }
1883 1621
1884 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1624 if (!arrow)
1887 { 1625 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1627 return 0;
1890 } 1628 }
1629
1891 arrow->set_owner (op); 1630 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1632 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1633
1898 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1899 { 1635 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1637 op->update_stats ();
1902 } 1638 }
1903 1639
1904 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1910 1646
1911 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1913 */ 1649 */
1914 1650
1916 1652
1917 /* update the speed */ 1653 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1919 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1656
1921 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1925 1659
1926 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1927 { 1661 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1672 }
1939 1673
1940 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1942 1676
1943 if (bow->slaying != NULL) 1677 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1945 1679
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1682
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1952 1685
1953 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1687 move_arrow (arrow);
1955 1688
1956 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1982 } 1715 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1717 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1719 wcmod = -1;
1720
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1722 }
1989 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1990 { 1724 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1795
2062 if (item->arch) 1796 if (item->arch)
2063 { 1797 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2066 item->speed = 0; 1800 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1801 }
1802
2069 if ((tmp = is_player_inv (item))) 1803 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1805 }
2072 } 1806 }
2073 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1808 drain_rod_charge (item);
2076 }
2077 } 1809 }
2078} 1810}
2079 1811
2080/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2081 */ 1813 */
2120 { 1852 {
2121 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return; 1855 return;
2124 } 1856 }
1857
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return; 1859 return;
2127 case range_builder: 1860 case range_builder:
2128 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2129 return; 1862 return;
2130 default: 1863 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return; 1865 return;
2133 } 1866 }
2134} 1867}
2135
2136
2137 1868
2138/* find_key 1869/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1874 * pl is the player,
2144 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2147 */ 1878 */
2148
2149object * 1879object *
2150find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2151{ 1881{
2152 object *tmp, *key; 1882 object *tmp, *key;
2153 1883
2154 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1885 if (!container->inv)
2156 return NULL; 1886 return 0;
2157 1887
2158 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1890 {
2161 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1892 break;
2163 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2165 */ 1895 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1897 break;
2168 } 1898 }
1899
2169 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1903 * a key, return
2173 */ 1904 */
2174 if (!tmp) 1905 if (!tmp)
2175 { 1906 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1908 {
2178 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1911 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2182 return key; 1913 return key;
2183 } 1914 }
2184 } 1915 }
1916
2185 if (!tmp) 1917 if (!tmp)
2186 return NULL; 1918 return NULL;
2187 } 1919 }
1920
2188 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1922 * see if we actually want to use it
2190 */ 1923 */
2191 if (pl != container) 1924 if (pl != container)
2192 { 1925 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2214 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1948 return NULL;
2216 } 1949 }
2217 } 1950 }
1951
2218 return tmp; 1952 return tmp;
2219} 1953}
2220 1954
2221/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1958 * 0 otherwise
2225 */ 1959 */
2226static int 1960static int
2227player_attack_door (object *op, object *door) 1961player_attack_door (object *op, object *door)
2228{ 1962{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* If its a door, try to find a use a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1964 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
2233 */ 1966 */
2234 object *key = find_key (op, op, door); 1967 object *key = find_key (op, op, door);
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2242 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2243 make_visible (op); 1976 make_visible (op);
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2246 if (door->type == DOOR) 1980 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2251 { 1983 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1986 }
1987
2255 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2258 if (container != op) 1991 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2260 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2261 } 1995 }
2262 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2263 { 1997 {
2264 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2000 return 1;
2267 } 2001 }
2002
2268 return 0; 2003 return 0;
2269} 2004}
2270 2005
2271/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2008 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2009 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2010 * going to try and move (not fire weapons).
2276 */ 2011 */
2277
2278void 2012void
2279move_player_attack (object *op, int dir) 2013move_player_attack (object *op, int dir)
2280{ 2014{
2281 object *tmp, *mon; 2015 object *tmp, *mon;
2282 sint16 nx, ny; 2016 sint16 nx, ny;
2284 maptile *m; 2018 maptile *m;
2285 2019
2286 nx = freearr_x[dir] + op->x; 2020 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2021 ny = freearr_y[dir] + op->y;
2288 2022
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2290 2024
2291 /* If braced, or can't move to the square, and it is not out of the 2025 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2026 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2027 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2028 * player. This is a pretty nasty hack, because if we could
2299 */ 2033 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2035 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2037 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2305 if (!m) 2039 if (!m)
2306 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2307 } 2041 }
2308 else 2042 else
2309 m = op->map; 2043 m = op->map;
2310 2044
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2312 {
2313 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2314 return; 2046 return;
2315 }
2316 2047
2317 mon = NULL; 2048 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2052 * on the space
2322 */ 2053 */
2323 while (tmp != NULL) 2054 while (tmp)
2324 { 2055 {
2325 if (tmp == op) 2056 if (tmp == op)
2326 { 2057 {
2327 tmp = tmp->above; 2058 tmp = tmp->above;
2328 continue; 2059 continue;
2338 mon = tmp; 2069 mon = tmp;
2339 2070
2340 tmp = tmp->above; 2071 tmp = tmp->above;
2341 } 2072 }
2342 2073
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2074 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2075 return; /* into a wall */
2345 2076
2346 if (mon->head != NULL) 2077 if (mon->head)
2347 mon = mon->head; 2078 mon = mon->head;
2348 2079
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2081 if (player_attack_door (op, mon))
2351 return; 2082 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2105 {
2375 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2107 if (op->contr->braced)
2377 return; 2108 return;
2109
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2113 make_visible (op);
2114
2382 return; 2115 return;
2383 } 2116 }
2384 2117
2385 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2121 * attack them either.
2389 */ 2122 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2125#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2126 (op->contr->peaceful
2394 || (mon->type == PLAYER 2127 || (mon->type == PLAYER
2395 && mon->contr-> 2128 && mon->contr->
2396 peaceful)) && 2129 peaceful)) &&
2397#else 2130#else
2398 op->contr->peaceful && 2131 op->contr->peaceful &&
2399#endif 2132#endif
2400 !on_battleground)) 2133 !on_battleground))
2401 { 2134 {
2402 if (!op->contr->braced) 2135 if (!op->contr->braced)
2403 { 2136 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2406 } 2139 }
2407 else 2140 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2142
2411 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2144 make_visible (op);
2413 } 2145 }
2414 2146
2415 /* If the object is a boulder or other rollable object, then 2147 /* If the object is a boulder or other rollable object, then
2426 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2427 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2428 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2429 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2162 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2433 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2165 {
2435 2166
2436 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2174 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2175
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2177 }
2447 2178
2448 skill_attack (mon, op, 0, NULL, NULL); 2179 skill_attack (mon, op, 0, 0, 0);
2449 2180
2450 /* If attacking another player, that player gets automatic 2181 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2182 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2183 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2184 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2187 {
2457 short luck = mon->stats.luck; 2188 short luck = mon->stats.luck;
2458 2189
2459 mon->contr->has_hit = 1; 2190 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2191 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2192 mon->stats.luck = luck;
2462 } 2193 }
2194
2463 if (action_makes_visible (op)) 2195 if (action_makes_visible (op))
2464 make_visible (op); 2196 make_visible (op);
2465 } 2197 }
2466 } /* if player should attack something */ 2198 } /* if player should attack something */
2467} 2199}
2469int 2201int
2470move_player (object *op, int dir) 2202move_player (object *op, int dir)
2471{ 2203{
2472 int pick; 2204 int pick;
2473 2205
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2207 return 0;
2476 2208
2477 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2479 { 2211 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2213 return 0;
2482 } 2214 }
2483 2215
2484 /* peterm: added following line */ 2216 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2219
2488 op->facing = dir; 2220 op->facing = dir;
2489 2221
2490 if (op->hide) 2222 if (op->hide)
2491 do_hidden_move (op); 2223 do_hidden_move (op);
2502 2234
2503 /* Add special check for newcs players and fire on - this way, the 2235 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2236 * server can handle repeat firing.
2505 */ 2237 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2239 op->direction = dir;
2509 }
2510 else 2240 else
2511 {
2512 op->direction = 0; 2241 op->direction = 0;
2513 } 2242
2514 /* Update how the player looks. Use the facing, so direction may 2243 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2244 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2245 * for players.
2517 */ 2246 */
2518 animate_object (op, op->facing); 2247 animate_object (op, op->facing);
2527 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2528 */ 2257 */
2529int 2258int
2530handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2531{ 2260{
2532 if (op->contr->hidden)
2533 {
2534 op->invisible = 1000;
2535 /* the socket code flashes the player visible/invisible
2536 * depending on the value of invisible, so we need to
2537 * alternate it here for it to work correctly.
2538 */
2539 if (pticks & 2)
2540 op->invisible--;
2541 }
2542 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2543 {
2544 op->invisible--;
2545 if (!op->invisible)
2546 {
2547 make_visible (op);
2548 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2549 }
2550 }
2551
2552 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2262 {
2554 flee_player (op); 2263 flee_player (op);
2555 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2570 2279
2571 /* call this here - we also will call this in do_ericserver, but 2280 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2282 * called, so we recheck it here.
2574 */ 2283 */
2575 HandleClient (&op->contr->socket, op->contr); 2284 if (op->contr->ns->handle_command ())
2285 return 1;
2286
2576 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2577 return 0; 2288 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2290 {
2581 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2292 op->speed_left--;
2583 2293
2584 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2295 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2587 */ 2297 */
2588 move_player (op, op->direction); 2298 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2299
2590 return 1; 2300 return op->speed_left > 0;
2591 else 2301 }
2592 return 0;
2593 } 2302 }
2303
2594 return 0; 2304 return 0;
2595} 2305}
2596 2306
2597int 2307int
2598save_life (object *op) 2308save_life (object *op)
2599{ 2309{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2310 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2311 return 0;
2604 2312
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2313 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2315 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2316 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2317 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2318
2618 op->stats.hp = op->stats.maxhp; 2326 op->stats.hp = op->stats.maxhp;
2619 2327
2620 if (op->stats.food < 0) 2328 if (op->stats.food < 0)
2621 op->stats.food = 999; 2329 op->stats.food = 999;
2622 2330
2623 fix_player (op); 2331 op->update_stats ();
2624 return 1; 2332 return 1;
2625 } 2333 }
2334
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2336 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2337 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2338 return 0;
2630} 2339}
2635 * from. 2344 * from.
2636 */ 2345 */
2637void 2346void
2638remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2639{ 2348{
2640 object *next;
2641
2642 while (op) 2349 while (op)
2643 { 2350 {
2644 next = op->below; /* Make sure we have a good value, in case 2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2352
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2354 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2355 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2356 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2357
2358 op->insert_at (env);
2655 } 2359 }
2656 else if (op->inv) 2360 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2361 remove_unpaid_objects (op->inv, env);
2362
2658 op = next; 2363 op = next;
2659 } 2364 }
2660} 2365}
2661
2662 2366
2663/* 2367/*
2664 * Returns pointer a static string containing gravestone text 2368 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2369 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2370 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2381 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2382 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2383 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2384 else
2681 sprintf (buf, "%s\n", &op->name); 2385 sprintf (buf, "%s\n", &op->name);
2386
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2388 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2389 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2390 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2391 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2392 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2393
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2394 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2395 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2691 { 2397 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2398 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2399 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2400 strcat (buf2, buf);
2695 } 2401 }
2402
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2403 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2405 strcat (buf2, buf);
2406
2699 return buf2; 2407 return buf2;
2700} 2408}
2701
2702
2703 2409
2704void 2410void
2705do_some_living (object *op) 2411do_some_living (object *op)
2706{ 2412{
2707 int last_food = op->stats.food; 2413 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2419 int rate_grace = 2000;
2714 const int max_hp = 1; 2420 const int max_hp = 1;
2715 const int max_sp = 1; 2421 const int max_sp = 1;
2716 const int max_grace = 1; 2422 const int max_grace = 1;
2717 2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2718 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2721 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2722 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2723 }
2724 2447
2725 if (op->contr->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2726 { 2449 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2452 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2453 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2454 else
2733 { 2455 {
2734 gen_hp = op->stats.maxhp; 2456 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2457 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2458 }
2459
2737 if (op->contr->gen_sp >= 0) 2460 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2461 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2462 else
2740 { 2463 {
2741 gen_sp = op->stats.maxsp; 2464 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2465 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2466 }
2467
2744 if (op->contr->gen_grace >= 0) 2468 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2470 else
2747 { 2471 {
2748 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2490 op->stats.food = last_food;
2767 } 2491 }
2768 } 2492 }
2493
2769 if (max_sp > 1) 2494 if (max_sp > 1)
2770 { 2495 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2496 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2497 if (over_sp > 0)
2773 { 2498 {
2774 if (op->stats.sp < op->stats.maxsp) 2499 if (op->stats.sp < op->stats.maxsp)
2775 { 2500 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2504 op->stats.sp--;
2505
2779 if (op->stats.sp > op->stats.maxsp) 2506 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2507 op->stats.sp = op->stats.maxsp;
2781 } 2508 }
2782 op->last_sp = 0; 2509 op->last_sp = 0;
2783 } 2510 }
2784 else 2511 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2513 }
2789 else 2514 else
2790 {
2791 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);
2792 }
2793 } 2516 }
2794 2517
2795 /* Regenerate Grace */ 2518 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2520 if (--op->last_grace < 0)
2798 { 2521 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2522 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2523 op->stats.grace++; /* no penalty in food for regaining grace */
2524
2801 if (max_grace > 1) 2525 if (max_grace > 1)
2802 { 2526 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2527 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2528 if (over_grace > 0)
2805 { 2529 {
2833 op->stats.food += op->contr->digestion; 2557 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2559 op->stats.food = last_food;
2836 } 2560 }
2837 } 2561 }
2562
2838 if (max_hp > 1) 2563 if (max_hp > 1)
2839 { 2564 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2566 if (over_hp > 0)
2842 { 2567 {
2866 2591
2867 if (op->contr->gen_hp > 0) 2592 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2594 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596
2871 /* dms do not consume food */ 2597 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2598 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2599 op->stats.food--;
2874 } 2600 }
2875 }
2876 2601
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2602 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2603 {
2879 object *tmp, *flesh = NULL; 2604 object *tmp, *flesh = 0;
2880 2605
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2606 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2607 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2609 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2613 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2614 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2615 break;
2891 } 2616 }
2892 else if (tmp->type == FLESH) 2617 else if (tmp->type == FLESH)
2893 flesh = tmp; 2618 flesh = tmp;
2894 } /* End if paid for object */ 2619 } /* End if paid for object */
2895 } /* end of for loop */ 2620 } /* end of for loop */
2621
2896 /* If player is still starving, it means they don't have any food, so 2622 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2623 * eat flesh instead.
2898 */ 2624 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2626 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2628 manual_apply (op, flesh, 0);
2903 } 2629 }
2904 } /* end if player is starving */ 2630 }
2905 2631
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2632 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2633 op->stats.food++, op->stats.hp--;
2908 2634
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2636 kill_player (op);
2637 }
2911} 2638}
2912
2913
2914 2639
2915/* If the player should die (lack of hp, food, etc), we call this. 2640/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2641 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2642 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2643 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2675
2951 /* restore player */ 2676 /* restore player */
2952 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2679 {
2956 tmp->destroy (); 2680 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2682 }
2959 2683
2960 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2686 {
2964 tmp->destroy (); 2687 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2689 }
2967 2690
2969 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2694 op->stats.food = 999;
2972 2695
2973 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2698 {
2977 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2700 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2704 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2708 }
2988 2709
2989 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2712 op->contr->braced = 0;
2996 2717
2997 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2998 2719
2999 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
3000 { 2721 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.food = 999;
3006 return;
3007 }
3008 sprintf (buf, "%s starved to death.", &op->name); 2722 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
3010 } 2724 }
3011 else 2725 else
3012 {
3013 if (op->contr->explore)
3014 {
3015 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3016 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3017 op->stats.hp = op->stats.maxhp;
3018 return;
3019 }
3020 sprintf (buf, "%s died.", &op->name); 2726 sprintf (buf, "%s died.", &op->name);
3021 } 2727
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2729
3024 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
3025 x = op->x; 2731 x = op->x;
3026 y = op->y; 2732 y = op->y;
3027 map = op->map; 2733 map = op->map;
3028 2734
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2736 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2737 * See the config.h file for a little more in depth detail about this.
3035 */ 2738 */
3036 2739
3037 /* Basically two ways to go - remove a stat permanently, or just 2740 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2741 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2742 * of death.
3040 */ 2743 */
3041#ifndef COZY_SERVER 2744#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2745 if (settings.balanced_stat_loss)
3043 { 2746 {
3044 /* If stat loss is permanent, lose one stat only. */ 2747 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2748 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2749 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2750 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2751 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2752 little bit harder. */
3050 /* GD */ 2753 /* GD */
3051 if (settings.stat_loss_on_death) 2754 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2755 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2756 else
3057 { 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758 }
2759 else
3058 num_stats_lose = 1; 2760 num_stats_lose = 1;
3059 } 2761
3060 lost_a_stat = 0; 2762 lost_a_stat = 0;
3061 2763
3062 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
3063 { 2765 {
3064 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
3065 2767
3066 if (settings.stat_loss_on_death) 2768 if (settings.stat_loss_on_death)
3067 { 2769 {
3068 /* Pick a random stat and take a point off it. Tell the player 2770 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2771 * what he lost.
3070 */ 2772 */
3071 change_attr_value (&(op->stats), i, -1); 2773 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2774 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2775 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2776 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2778 lost_a_stat = 1;
2779 }
2780 else
2781 {
2782 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion");
2784 object *dep;
2785
2786 dep = present_arch_in_ob (deparch, op);
2787 if (!dep)
2788 {
2789 dep = arch_to_object (deparch);
2790 insert_ob_in_ob (dep, op);
3077 } 2791 }
3078 else 2792 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss)
3079 { 2794 {
3080 /* deplete a stat */ 2795 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2796 /* Get the stat that we're about to deplete. */
3082 object *dep; 2797 this_stat = get_attr_value (&(dep->stats), i);
3083 2798 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2799 {
3087 dep = arch_to_object (deparch); 2800 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2801 int keep_chance = this_stat * this_stat;
3089 } 2802
3090 lose_this_stat = 1; 2803 /* Yes, I am paranoid. Sue me. */
3091 if (settings.balanced_stat_loss)
3092 {
3093 /* GD */
3094 /* Get the stat that we're about to deplete. */
3095 this_stat = get_attr_value (&(dep->stats), i);
3096 if (this_stat < 0) 2804 if (keep_chance < 1)
2805 keep_chance = 1;
2806
2807 /* There is a maximum depletion total per level. */
2808 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2809 {
3098 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3099 int keep_chance = this_stat * this_stat;
3100
3101 /* Yes, I am paranoid. Sue me. */
3102 if (keep_chance < 1)
3103 keep_chance = 1;
3104
3105 /* There is a maximum depletion total per level. */
3106 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3107 {
3108 lose_this_stat = 0; 2810 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2811 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2812 retain the stat. */
3111 }
3112 else
3113 {
3114 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 lose_this_stat = 0;
3116 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3117 this_stat, keep_chance, loss_chance,
3118 lose_this_stat?"LOSE":"KEEP"); */
3119 }
3120 } 2813 }
3121 }
3122
3123 if (lose_this_stat)
3124 {
3125 this_stat = get_attr_value (&(dep->stats), i);
3126 /* We could try to do something clever like find another
3127 * stat to reduce if this fails. But chances are, if
3128 * stats have been depleted to -50, all are pretty low
3129 * and should be roughly the same, so it shouldn't make a
3130 * difference.
3131 */ 2814 else
3132 if (this_stat >= -50)
3133 { 2815 {
3134 change_attr_value (&(dep->stats), i, -1); 2816 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3135 SET_FLAG (dep, FLAG_APPLIED);
3136 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3137 fix_player (op);
3138 lost_a_stat = 1; 2817 lose_this_stat = 0;
2818 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2819 this_stat, keep_chance, loss_chance,
2820 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2821 }
3140 } 2822 }
3141 } 2823 }
2824
2825 if (lose_this_stat)
2826 {
2827 this_stat = get_attr_value (&(dep->stats), i);
2828 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a
2832 * difference.
2833 */
2834 if (this_stat >= -50)
2835 {
2836 change_attr_value (&(dep->stats), i, -1);
2837 SET_FLAG (dep, FLAG_APPLIED);
2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839 op->update_stats ();
2840 lost_a_stat = 1;
2841 }
3142 } 2842 }
2843 }
2844 }
3143 /* If no stat lost, tell the player. */ 2845 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2846 if (!lost_a_stat)
3145 { 2847 {
3146 /* determine_god() seems to not work sometimes... why is this? 2848 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2849 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2850 const char *god = determine_god (op);
3149 2851
3150 if (god && (strcmp (god, "none"))) 2852 if (god && (strcmp (god, "none")))
3151 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2854 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2856 }
3155#else 2857#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2859#endif
3158 2860
3159 /* Put a gravestone up where the character 'almost' died. List the 2861 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2862 * exp loss on the stone.
3161 */ 2863 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2864 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2865 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2866 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2867 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2868 tmp->name_pl = buf;
3167 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2869 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3168 tmp->msg = buf; 2870 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2871 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2872 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2873
3172 /**************************************/ 2874 /**************************************/
3173 /* */ 2875 /* */
3174 /* Subtract the experience points, */ 2876 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2877 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2878 /* food, and reset HP's... */
3177 /* */ 2879 /* */
3178 /**************************************/ 2880 /**************************************/
3179 2881
3180 /* remove any poisoning and confusion the character may be suffering. */ 2882 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2883 /* restore player */
3182 at = archetype::find ("poisoning"); 2884 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
3184 2886
3185 if (tmp) 2887 if (tmp)
3186 { 2888 {
3187 tmp->destroy (); 2889 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2891 }
3190 2892
3191 at = archetype::find ("confusion"); 2893 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2895 if (tmp)
3194 { 2896 {
3195 tmp->destroy (); 2897 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2899 }
3198 2900
3199 cure_disease (op, 0); /* remove any disease */ 2901 cure_disease (op, 0); /* remove any disease */
3200 2902
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2903 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2904 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2905 if (op->stats.food < 100)
3204 op->stats.food = 900; 2906 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2910
3209 /* 2911 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2912 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2913 * and put them back in the map.
3212 * in the map. 2914 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
3217 2916
3218 /****************************************/ 2917 /****************************************/
3219 /* */ 2918 /* */
3220 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3222 /* */ 2921 /* */
3223 /****************************************/ 2922 /****************************************/
3224 2923
3225 enter_player_savebed (op); 2924 enter_player_savebed (op);
3226 2925
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2926 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2927
3233 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2931 * on the space that might harm the player.
3237 */ 2932 */
3238 will_kill_again = 0; 2933 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2934 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2935 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2936 will_kill_again |= tmp->attacktype;
3242 2937
3243 if (will_kill_again) 2938 if (will_kill_again)
3244 { 2939 {
3245 object *force; 2940 object *force;
3246 int at; 2941 int at;
3247 2942
3248 force = get_archetype (FORCE_NAME); 2943 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2944 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2945 force->speed = 0.1;
3251 force->speed_left = -5.0; 2946 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2947 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2948 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2949 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2950 force->resist[at] = 100;
3256 2951
3257 insert_ob_in_ob (force, op); 2952 insert_ob_in_ob (force, op);
3258 fix_player (op); 2953 op->update_stats ();
3259 2954
3260 } 2955 }
3261 2956
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2957 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3263 return;
3264 } /* NOT_PERMADETH */
3265 else
3266 {
3267 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3268 * should probably be embedded in an else statement.
3269 */
3270
3271 op->contr->party = NULL;
3272 if (settings.set_title == TRUE)
3273 op->contr->own_title[0] = '\0';
3274 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3275 check_score (op);
3276
3277 if (op->contr->ranges[range_golem])
3278 {
3279 remove_friendly_object (op->contr->ranges[range_golem]);
3280 op->contr->ranges[range_golem]->destroy ();
3281 op->contr->ranges[range_golem] = 0;
3282 }
3283
3284 loot_object (op); /* Remove some of the items for good */
3285 op->remove ();
3286 op->direction = 0;
3287
3288 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3289 {
3290 delete_character (op->name, 0);
3291 if (settings.resurrection == TRUE)
3292 {
3293 /* save playerfile sans equipment when player dies
3294 ** then save it as player.pl.dead so that future resurrection
3295 ** type spells will work on them nicely
3296 */
3297 delete_character (op->name, 0);
3298 op->stats.hp = op->stats.maxhp;
3299 op->stats.food = 999;
3300
3301 /* set the location of where the person will reappear when */
3302 /* maybe resurrection code should fix map also */
3303 strcpy (op->contr->maplevel, settings.emergency_mapname);
3304 if (op->map != NULL)
3305 op->map = NULL;
3306 op->x = settings.emergency_x;
3307 op->y = settings.emergency_y;
3308 save_player (op, 0);
3309 op->map = map;
3310 /* please see resurrection.c: peterm */
3311 dead_player (op);
3312 }
3313 else
3314 delete_character (op->name, 1);
3315 }
3316
3317 play_again (op);
3318
3319 /* peterm: added to create a corpse at deathsite. */
3320 tmp = arch_to_object (archetype::find ("corpse_pl"));
3321 sprintf (buf, "%s", &op->name);
3322 tmp->name = tmp->name_pl = buf;
3323 tmp->level = op->level;
3324 tmp->x = x;
3325 tmp->y = y;
3326 tmp->msg = gravestone_text (op);
3327 SET_FLAG (tmp, FLAG_UNIQUE);
3328 insert_ob_in_map (tmp, map, NULL, 0);
3329 }
3330} 2958}
3331
3332 2959
3333void 2960void
3334loot_object (object *op) 2961loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3337 2964
3338 if (op->container) 2965 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2966
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3344 { 2968 {
3345 next = tmp->below; 2969 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2970
2971 if (tmp->invisible)
3347 continue; 2972 continue;
2973
3348 tmp->remove (); 2974 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3350 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2979
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2981 {
3356 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3357 { 2983 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2985 tmp2->destroy ();
3370/* 2996/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2999 * was changed.
3374 */ 3000 */
3375
3376void 3001void
3377fix_weight (void) 3002fix_weight (void)
3378{ 3003{
3379 player *pl; 3004 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3005 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3007
3385 if (old == sum) 3008 if (old == sum)
3386 continue; 3009 continue;
3387 fix_player (pl->ob); 3010 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3012 }
3390} 3013}
3391 3014
3392void 3015void
3393fix_luck (void) 3016fix_luck (void)
3394{ 3017{
3395 player *pl; 3018 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3019 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3020 pl->ob->change_luck (0);
3400} 3021}
3401
3402 3022
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3024 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3025 * just treat this as any other spell casting object.
3406 */ 3026 */
3407
3408void 3027void
3409cast_dust (object *op, object *throw_ob, int dir) 3028cast_dust (object *op, object *throw_ob, int dir)
3410{ 3029{
3411 object *skop, *spob; 3030 object *skop, *spob;
3412 3031
3446 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3447 { 3066 {
3448 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3450 } 3069 }
3070
3451 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3452} 3072}
3453 3073
3454int 3074int
3455is_true_undead (object *op) 3075is_true_undead (object *op)
3456{ 3076{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3078 return 1;
3461 3079
3462 if (op->type == PLAYER)
3463 for (tmp = op->inv; tmp; tmp = tmp->below)
3464 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3465 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3466 return 1;
3467 return 0; 3080 return 0;
3468} 3081}
3469 3082
3470/* look at the surrounding terrain to determine 3083/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3084 * the hideability of this object. Positive levels
3527 3140
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3142
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3143 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3534 { 3146 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3147 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3148 make_visible (op);
3537 return; 3149 return;
3538 } 3150 }
3539 else 3151 else
3540 num += 20; 3152 num += 20;
3541 } 3153
3542 num += op->map->difficulty; 3154 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3156 num -= hide;
3157
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3159 {
3547 make_visible (op); 3160 make_visible (op);
3548 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3163 }
3551 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3166}
3556 3167
3557/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3558 3169
3559int 3170int
3586 if (mflags & P_OUT_OF_MAP) 3197 if (mflags & P_OUT_OF_MAP)
3587 continue; 3198 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3199 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3200 continue;
3590 3201
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3202 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3203 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3204 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3205 return 1;
3595 else if (tmp->type == PLAYER) 3206 else if (tmp->type == PLAYER)
3596 { 3207 {
3626 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3627 { 3238 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3240 return -1;
3630 } 3241 }
3242
3631 if (!pl || !op) 3243 if (!pl || !op)
3632 return 0; 3244 return 0;
3633 3245
3634 if (op->head)
3635 {
3636 op = op->head; 3246 op = op->head_ ();
3637 } 3247
3638 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3639 3249
3640 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3251 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3650 3260
3651 /* only the viewable area the player sees is updated by LOS 3261 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3262 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3263 * for any meaningful values.
3654 */ 3264 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3268 return 1;
3659 op = op->more; 3269 op = op->more;
3660 } 3270 }
3661 return 0; 3271 return 0;
3662} 3272}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3370 int i = 0, j = 0;
3761 3371
3762 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3771 3381
3772 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3773 return; 3383 return;
3774 3384
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3386
3777 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3778 { 3388 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3390 return;
3781 } 3391 }
3782 3392
3848 { 3458 {
3849 /* forces in the treasurelist can alter the player's stats */ 3459 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3460 object *skin;
3851 3461
3852 /* first get the dragon skin force */ 3462 /* first get the dragon skin force */
3463 shstr_cmp dragon_skin_force ("dragon_skin_force");
3853 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3465 ;
3466
3854 if (skin == NULL) 3467 if (!skin)
3855 return; 3468 return;
3856 3469
3857 /* adding new spellpath attunements */ 3470 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3471 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3472 {
3904 * not readied. 3517 * not readied.
3905 */ 3518 */
3906void 3519void
3907player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3908{ 3521{
3909 rangetype i;
3910
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3912 {
3913 if (pl->ranges[i] == ob) 3523 if (pl->ranges[i] == ob)
3914 { 3524 {
3915 pl->ranges[i] = NULL; 3525 pl->ranges[i] = 0;
3916 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3919 }
3920 } 3528 }
3921 }
3922} 3529}
3530
3531sint8
3532player::visibility_at (maptile *map, int x, int y) const
3533{
3534 if (!ns)
3535 return 0;
3536
3537 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539 return 0;
3540
3541 x += dx - ns->current_x + ns->mapx / 2;
3542 y += dy - ns->current_y + ns->mapy / 2;
3543
3544 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3545 return 0;
3546
3547 return 100 - blocked_los [x][y];
3548}

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