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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 1.111 by root, Mon Apr 23 11:43:22 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#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
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 this->ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 6; /* Every 2 seconds */
324 outputs_count = 10; /* Keeps present behaviour */
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351}
352
353player::~player ()
354{
355 /* Clear item stack */
356 free (stack_items);
357}
358
319/* Tries to add player on the connection passwd in ns. 359/* 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 360 * All we can really get in this is some settings like host and display
321 * mode. 361 * mode.
322 */ 362 */
323
324int
325add_player (client_socket * ns)
326{
327 player *p; 363player *
364player::create ()
365{
366 player *pl = new player;
328 367
329 p = get_player (NULL); 368 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));
332 369
333 if (p->socket.faces_sent == NULL) 370 pl->ob->roll_stats ();
334 fatal (OUT_OF_MEMORY); 371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
335 373
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); 374 set_first_map (pl->ob);
344 375
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; 376 return pl;
353} 377}
354 378
355/* 379/*
356 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
357 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
366 { 390 {
367 if (at == NULL || at->next == NULL) 391 if (at == NULL || at->next == NULL)
368 at = first_archetype; 392 at = first_archetype;
369 else 393 else
370 at = at->next; 394 at = at->next;
395
371 if (at->clone.type == PLAYER) 396 if (at->clone.type == PLAYER)
372 return at; 397 return at;
398
373 if (at == start) 399 if (at == start)
374 { 400 {
375 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
376 exit (-1); 402 exit (-1);
377 } 403 }
378 } 404 }
379} 405}
380 406
381
382object * 407object *
383get_nearest_player (object *mon) 408get_nearest_player (object *mon)
384{ 409{
385 object *op = NULL; 410 object *op = NULL;
386 player *pl = NULL;
387 objectlink *ol; 411 objectlink *ol;
388 unsigned lastdist; 412 unsigned lastdist;
389 rv_vector rv; 413 rv_vector rv;
390 414
391 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
392 { 416 {
393 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
394 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
395 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
396 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
400 object *tmp = ol->ob; 424 object *tmp = ol->ob;
401 425
402 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
403 * itself will have been cleared. 427 * itself will have been cleared.
404 */ 428 */
405 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
406 ol = ol->next; 431 ol = ol->next;
407 remove_friendly_object (tmp); 432 remove_friendly_object (tmp);
408 if (!ol) 433 if (!ol)
409 return op; 434 return op;
410 } 435 }
423 { 448 {
424 op = ol->ob; 449 op = ol->ob;
425 lastdist = rv.distance; 450 lastdist = rv.distance;
426 } 451 }
427 } 452 }
428 for (pl = first_player; pl != NULL; pl = pl->next) 453
429 { 454 for_all_players (pl)
430 if (can_detect_enemy (mon, pl->ob, &rv)) 455 if (can_detect_enemy (mon, pl->ob, &rv))
431 {
432
433 if (lastdist > rv.distance) 456 if (lastdist > rv.distance)
434 { 457 {
435 op = pl->ob; 458 op = pl->ob;
436 lastdist = rv.distance; 459 lastdist = rv.distance;
437 } 460 }
438 } 461
439 }
440#if 0 462#if 0
441 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
442#endif 464#endif
443 return op; 465 return op;
444} 466}
462 * circling behaviour. Unfortunately, this function is also used to determined 484 * 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 485 * if the creature should cast a spell, so returning a direction in that case
464 * is probably not a good thing. 486 * is probably not a good thing.
465 */ 487 */
466#define MAX_SPACES 50 488#define MAX_SPACES 50
467
468 489
469/* 490/*
470 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * 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 492 * 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 493 * player and if path is blocked then see if blockage is close enough to player that
503 x = mon->x; 524 x = mon->x;
504 y = mon->y; 525 y = mon->y;
505 m = mon->map; 526 m = mon->map;
506 dir = rv.direction; 527 dir = rv.direction;
507 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
508 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
509 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
510 if (diff > max) 532 if (diff > max)
511 return 0; 533 return 0;
534
512 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
513 { 536 {
514 lastx = x; 537 lastx = x;
515 lasty = y; 538 lasty = y;
516 lastmap = m; 539 lastmap = m;
598 max--; 621 max--;
599 lastdir = dir; 622 lastdir = dir;
600 if (!firstdir) 623 if (!firstdir)
601 firstdir = dir; 624 firstdir = dir;
602 } 625 }
626
603 if (diff <= 1) 627 if (diff <= 1)
604 { 628 {
605 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
606 * headed toward player for entire distance. 630 * headed toward player for entire distance.
607 */ 631 */
608 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 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); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
610 } 634 }
635
611 if (diff > max) 636 if (diff > max)
612 return 0; 637 return 0;
613 } 638 }
639
614 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
615 if (!max) 641 if (!max)
616 return 0; 642 return 0;
617 643
618 return firstdir; 644 return firstdir;
711 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
712 link_player_skills (pl); 738 link_player_skills (pl);
713} 739}
714 740
715void 741void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 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) 742get_party_password (object *op, partylist *party)
800{ 743{
801 if (party == NULL) 744 if (party == NULL)
802 { 745 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 747 return;
805 } 748 }
749
806 op->contr->write_buf[0] = '\0'; 750 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 754}
811
812 755
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 757static int
815roll_stat (void) 758roll_stat (void)
816{ 759{
817 int a[4], i, j, k; 760 int a[4], i, j, k;
818 761
819 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
820 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
821 764
822 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 766 if (a[i] < k)
824 k = a[i], j = i; 767 k = a[i], j = i;
825 768
826 for (i = 0, k = 0; i < 4; i++) 769 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 770 if (i != j)
829 k += a[i]; 771 k += a[i];
830 } 772
831 return k; 773 return k;
832} 774}
833 775
834void 776void
835roll_stats (object *op) 777object::roll_stats ()
836{ 778{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 779 int statsort [7];
840 780
841 do 781 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 782 {
852 while (sum < 82 || sum > 116); 783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
853 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
854 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 793
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
887 801
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 802 stats.exp = 0;
899 op->stats.ac = 0; 803 stats.ac = 0;
900 804
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 805 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 806 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
909 op->contr->orig_stats = op->stats; 815 contr->orig_stats = stats;
816 }
910} 817}
911 818
912void 819void
913Roll_Again (object *op) 820object::swap_stats (int a, int b)
914{ 821{
915 esrv_new_player (op->contr, 0); 822 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 824 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 825
920void 826 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854}
855
856static void
857start_info (object *op)
922{ 858{
923 signed char tmp;
924 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
925 860
926 if (op->contr->Swap_First == -1) 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 865}
1041 866
1042/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
1046 * not the class. 871 * not the class.
1047 */ 872 */
1048
1049int 873int
1050key_change_class (object *op, char key) 874key_change_class (object *op, char key)
1051{ 875{
1052 int tmp_loop; 876 int tmp_loop;
1053 877
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 878 if (key == 'd' || key == 'D')
1061 { 879 {
1062 char buf[MAX_BUF]; 880 char buf[MAX_BUF];
1063 881
1064 /* this must before then initial items are given */ 882 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 883 esrv_new_player (op->contr, op->weight + op->carrying);
1066 884
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 885 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 886 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 887 create_treasure (tl, op, 0, 0, 0);
1070 888
1071 INVOKE_PLAYER (BIRTH, op->contr); 889 INVOKE_PLAYER (BIRTH, op->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 890 INVOKE_PLAYER (LOGIN, op->contr);
1073 891
1074 op->contr->state = ST_PLAYING; 892 op->contr->ns->state = ST_PLAYING;
1075 893
1076 if (op->msg) 894 if (op->msg)
1077 op->msg = NULL; 895 op->msg = NULL;
1078 896
1079 /* We create this now because some of the unique maps will need it 897 /* We create this now because some of the unique maps will need it
1080 * to save here. 898 * to save here.
1081 */ 899 */
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1083 make_path_to_file (buf); 901 make_path_to_file (buf);
1084 902
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 903 start_info (op);
1089 CLEAR_FLAG (op, FLAG_WIZ); 904 CLEAR_FLAG (op, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 905 give_initial_items (op, op->randomitems);
1091 link_player_skills (op); 906 link_player_skills (op);
1092 esrv_send_inventory (op, op); 907 esrv_send_inventory (op, op);
1093 fix_player (op); 908 op->update_stats ();
1094 909
1095 /* This moves the player to a different start map, if there 910 /* This moves the player to a different start map, if there
1096 * is one for this race 911 * is one for this race
1097 */ 912 */
1098 if (*first_map_ext_path) 913 if (*first_map_ext_path)
1099 { 914 {
1100 object *tmp; 915 object *tmp;
1101 char mapname[MAX_BUF]; 916 char mapname[MAX_BUF];
1102 917
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1104 tmp = object::create (); 919 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 920 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 921 EXIT_X (tmp) = op->x;
1107 EXIT_Y (tmp) = op->y; 922 EXIT_Y (tmp) = op->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 923 op->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 924 * if the map isn't there, then stay on the
1110 * default initial map */ 925 * default initial map */
1111 tmp->destroy (); 926 tmp->destroy ();
1112 } 927 }
1113 else 928 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 929 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 930
1117 return 0; 931 return 0;
1118 } 932 }
1119 933
1120 /* Following actually changes the race - this is the default command 934 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 935 * if we don't match with one of the options above.
1125 while (!tmp_loop) 939 while (!tmp_loop)
1126 { 940 {
1127 shstr name = op->name; 941 shstr name = op->name;
1128 int x = op->x, y = op->y; 942 int x = op->x, y = op->y;
1129 943
1130 remove_statbonus (op); 944 op->remove_statbonus ();
1131 op->remove (); 945 op->remove ();
1132 op->arch = get_player_archetype (op->arch); 946 op->arch = get_player_archetype (op->arch);
1133 op->arch->clone.copy_to (op); 947 op->arch->clone.copy_to (op);
1134 op->instantiate (); 948 op->instantiate ();
1135 op->stats = op->contr->orig_stats; 949 op->stats = op->contr->orig_stats;
1137 op->x = x; 951 op->x = x;
1138 op->y = y; 952 op->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 953 SET_ANIMATION (op, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 954 insert_ob_in_map (op, op->map, op, 0);
1141 assign (op->contr->title, op->arch->clone.name); 955 assign (op->contr->title, op->arch->clone.name);
1142 add_statbonus (op); 956 op->add_statbonus ();
1143 tmp_loop = allowed_class (op); 957 tmp_loop = allowed_class (op);
1144 } 958 }
1145 959
1146 update_object (op, UP_OBJ_FACE); 960 update_object (op, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 961 esrv_update_item (UPD_FACE, op, op);
1148 fix_player (op); 962 op->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 963 op->stats.hp = op->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 964 op->stats.sp = op->stats.maxsp;
1151 op->stats.grace = 0; 965 op->stats.grace = 0;
1152 966
1153 if (op->msg) 967 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg); 968 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155 969
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 970 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 return 0; 971 return 0;
1158}
1159
1160int
1161key_confirm_quit (object *op, char key)
1162{
1163 char buf[MAX_BUF];
1164
1165 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1166 {
1167 op->contr->state = ST_PLAYING;
1168 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1169 return 1;
1170 }
1171
1172 INVOKE_PLAYER (LOGOUT, op->contr);
1173 INVOKE_PLAYER (QUIT, op->contr);
1174
1175 terminate_all_pets (op);
1176 leave_map (op);
1177 op->direction = 0;
1178 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1179
1180 strcpy (op->contr->killer, "quit");
1181 check_score (op);
1182 op->contr->party = NULL;
1183 if (settings.set_title == TRUE)
1184 op->contr->own_title[0] = '\0';
1185
1186 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1187 {
1188 maptile *mp, *next;
1189
1190 /* We need to hunt for any per player unique maps in memory and
1191 * get rid of them. The trailing slash in the path is intentional,
1192 * so that players named 'Ab' won't match against players 'Abe' pathname
1193 */
1194 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1195 for (mp = first_map; mp != NULL; mp = next)
1196 {
1197 next = mp->next;
1198 if (!strncmp (mp->path, buf, strlen (buf)))
1199 delete_map (mp);
1200 }
1201
1202 delete_character (op->name, 1);
1203 }
1204
1205 play_again (op);
1206 return 1;
1207} 972}
1208 973
1209void 974void
1210flee_player (object *op) 975flee_player (object *op)
1211{ 976{
1241 { 1006 {
1242 op->enemy = NULL; 1007 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 1008 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1009 return;
1245 } 1010 }
1011
1246 get_rangevector (op, op->enemy, &rv, 0); 1012 get_rangevector (op, op->enemy, &rv, 0);
1247 1013
1248 dir = absdir (4 + rv.direction); 1014 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1015 for (diff = 0; diff < 3; diff++)
1250 { 1016 {
1251 int m = 1 - (RANDOM () & 2); 1017 int m = 1 - (RANDOM () & 2);
1252 1018
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1019 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1020 return;
1256 }
1257 } 1021 }
1022
1258 /* Cornered, get rid of scared */ 1023 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1025 op->enemy = NULL;
1261} 1026}
1262 1027
1268int 1033int
1269check_pick (object *op) 1034check_pick (object *op)
1270{ 1035{
1271 object *tmp, *next; 1036 object *tmp, *next;
1272 int stop = 0; 1037 int stop = 0;
1273 int j, k, wvratio; 1038 int wvratio;
1274 char putstring[128], tmpstr[16]; 1039 char putstring[128];
1275 1040
1276 /* if you're flying, you cna't pick up anything */ 1041 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1042 if (op->move_type & MOVE_FLYING)
1278 return 1; 1043 return 1;
1279 1044
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1115 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1352 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355 sprintf (putstring, "...flags: ");
1356 for (k = 0; k < 4; k++)
1357 {
1358 for (j = 0; j < 32; j++)
1359 {
1360 if ((tmp->flags[k] >> j) & 0x01)
1361 {
1362 sprintf (tmpstr, "%d ", k * 32 + j);
1363 strcat (putstring, tmpstr);
1364 }
1365 }
1366 }
1367 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1368
1369#if 0
1370 /* print the flags too */
1371 for (k = 0; k < 4; k++)
1372 {
1373 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1374 for (j = 0; j < 32; j++)
1375 {
1376 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1377 if (!((j + 1) % 4))
1378 fprintf (stderr, " ");
1379 }
1380 fprintf (stderr, " [%d]\n", k * 32);
1381 }
1382#endif
1383 } 1120 }
1121
1384 /* philosophy: 1122 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1123 * It's easy to grab an item type from a pile, as long as it's
1386 * generic. This takes no game-time. For more detailed pickups 1124 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1125 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1126 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1127 * example.
1390 * The drawback: right now it has no frontend, so you need to 1128 * The drawback: right now it has no frontend, so you need to
1391 * stick the bits you want into a calculator in hex mode and then 1129 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1130 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1381 * found object is returned.
1644 */ 1382 */
1645object * 1383object *
1646find_arrow (object *op, const char *type) 1384find_arrow (object *op, const char *type)
1647{ 1385{
1648 object *tmp = NULL; 1386 object *tmp = 0;
1649 1387
1650 for (op = op->inv; op; op = op->below) 1388 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1390 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1391 else if (op->type == ARROW && op->race == type)
1654 return op; 1392 return op;
1393
1655 return tmp; 1394 return tmp;
1656} 1395}
1657 1396
1658/* 1397/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1398 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1660 * against the target. A full test is not performed, simply a basic test 1399 * against the target. A full test is not performed, simply a basic test
1661 * of resistances. The archer is making a quick guess at what he sees down 1400 * of resistances. The archer is making a quick guess at what he sees down
1662 * the hall. Failing that it does it's best to pick the highest plus arrow. 1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1402 */
1664
1665object * 1403object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1404find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1405{
1668 object *tmp = NULL, *arrow, *ntmp; 1406 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1407 int attacknum, attacktype, betterby = 0, i;
1818 if (!dir) 1556 if (!dir)
1819 { 1557 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1559 return 0;
1822 } 1560 }
1561
1823 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1563 bow = op->contr->ranges[range_bow];
1825 else 1564 else
1826 { 1565 {
1827 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1835 { 1574 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1576 return 0;
1838 } 1577 }
1839 } 1578 }
1579
1840 if (!bow->race || !bow->skill) 1580 if (!bow->race || !bow->skill)
1841 { 1581 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1583 return 0;
1844 } 1584 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1587
1848 /* penalize ROF for bestarrow */ 1588 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1851 if (bowspeed < 1) 1592 if (bowspeed < 1)
1852 bowspeed = 1; 1593 bowspeed = 1;
1853 1594
1854 if (arrow == NULL) 1595 if (arrow == NULL)
1855 { 1596 {
1861 else 1602 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1604 return 0;
1864 } 1605 }
1865 } 1606 }
1607
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1609 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1610 return 0;
1870 } 1611
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1613 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1615 return 0;
1875 } 1616 }
1881 return 0; 1622 return 0;
1882 } 1623 }
1883 1624
1884 left = arrow; /* these are arrows left to the player */ 1625 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1626 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1627 if (!arrow)
1887 { 1628 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1630 return 0;
1890 } 1631 }
1632
1891 arrow->set_owner (op); 1633 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1635 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1636
1898 if (op->type == PLAYER) 1637 if (op->type == PLAYER)
1899 { 1638 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1640 op->update_stats ();
1902 } 1641 }
1903 1642
1904 SET_ANIMATION (arrow, arrow->direction); 1643 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1645 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1646 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1647 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1648 arrow->spellarg = strdup (arrow->slaying);
1910 1649
1911 /* Note that this was different for monsters - they got their level 1650 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1651 * added to the damage. I think the strength bonus is more proper.
1913 */ 1652 */
1914 1653
1916 1655
1917 /* update the speed */ 1656 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1657 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; 1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1659
1921 if (arrow->speed < 1.0) 1660 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1661 arrow->speed_left = 0;
1925 1662
1926 if (op->type == PLAYER) 1663 if (op->type == PLAYER)
1927 { 1664 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1675 }
1939 1676
1940 if (arrow->attacktype == AT_PHYSICAL) 1677 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1942 1679
1943 if (bow->slaying != NULL) 1680 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1681 arrow->slaying = bow->slaying;
1945 1682
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1683 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1685
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1687 m->insert (arrow, sx, sy, op);
1952 1688
1953 if (!arrow->destroyed ()) 1689 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1690 move_arrow (arrow);
1955 1691
1956 if (op->type == PLAYER) 1692 if (op->type == PLAYER)
1982 } 1718 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1719 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1720 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1722 wcmod = -1;
1723
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1724 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1725 }
1989 else if (op->contr->bowtype == bow_threewide) 1726 else if (op->contr->bowtype == bow_threewide)
1990 { 1727 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1798
2062 if (item->arch) 1799 if (item->arch)
2063 { 1800 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1801 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1802 item->face = item->arch->clone.face;
2066 item->speed = 0; 1803 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1804 }
1805
2069 if ((tmp = is_player_inv (item))) 1806 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1807 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1808 }
2072 } 1809 }
2073 else if (item->type == ROD || item->type == HORN) 1810 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1811 drain_rod_charge (item);
2076 }
2077 } 1812 }
2078} 1813}
2079 1814
2080/* Received a fire command for the player - go and do it. 1815/* Received a fire command for the player - go and do it.
2081 */ 1816 */
2120 { 1855 {
2121 if (op->type == PLAYER) 1856 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2123 return; 1858 return;
2124 } 1859 }
1860
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1861 do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return; 1862 return;
2127 case range_builder: 1863 case range_builder:
2128 apply_map_builder (op, dir); 1864 apply_map_builder (op, dir);
2129 return; 1865 return;
2130 default: 1866 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return; 1868 return;
2133 } 1869 }
2134} 1870}
2135
2136
2137 1871
2138/* find_key 1872/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1873 * We try to find a key for the door as passed. If we find a key
2140 * and successfully use it, we return the key, otherwise NULL 1874 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1875 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1877 * pl is the player,
2144 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
2147 */ 1881 */
2148
2149object * 1882object *
2150find_key (object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
2151{ 1884{
2152 object *tmp, *key; 1885 object *tmp, *key;
2153 1886
2154 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1888 if (!container->inv)
2156 return NULL; 1889 return 0;
2157 1890
2158 /* First, lets try to find a key in the top level inventory */ 1891 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1893 {
2161 if (door->type == DOOR && tmp->type == KEY) 1894 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1895 break;
2163 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
2165 */ 1898 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1900 break;
2168 } 1901 }
1902
2169 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1904 /* If we find and use a key in an inventory, return at that time.
2171 * otherwise, if we search all the inventories and still don't find 1905 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1906 * a key, return
2173 */ 1907 */
2174 if (!tmp) 1908 if (!tmp)
2175 { 1909 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1911 {
2178 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1913 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1914 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1915 if ((key = find_key (pl, tmp, door)))
2182 return key; 1916 return key;
2183 } 1917 }
2184 } 1918 }
1919
2185 if (!tmp) 1920 if (!tmp)
2186 return NULL; 1921 return NULL;
2187 } 1922 }
1923
2188 /* We get down here if we have found a key. Now if its in a container, 1924 /* We get down here if we have found a key. Now if its in a container,
2189 * see if we actually want to use it 1925 * see if we actually want to use it
2190 */ 1926 */
2191 if (pl != container) 1927 if (pl != container)
2192 { 1928 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1949 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)); 1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1951 return NULL;
2216 } 1952 }
2217 } 1953 }
1954
2218 return tmp; 1955 return tmp;
2219} 1956}
2220 1957
2221/* moved door processing out of move_player_attack. 1958/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1959 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1961 * 0 otherwise
2225 */ 1962 */
2226static int 1963static int
2227player_attack_door (object *op, object *door) 1964player_attack_door (object *op, object *door)
2228{ 1965{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1966 /* If its a door, try to find a use a key. If we do destroy the door,
2231 * might as well return immediately as there is nothing more to do - 1967 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1968 * otherwise, we fall through to the rest of the code.
2233 */ 1969 */
2234 object *key = find_key (op, op, door); 1970 object *key = find_key (op, op, door);
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2242 if (action_makes_visible (op)) 1978 if (action_makes_visible (op))
2243 make_visible (op); 1979 make_visible (op);
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1981 spring_trap (door->inv, op);
1982
2246 if (door->type == DOOR) 1983 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2251 { 1986 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1987 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2253 remove_door2 (door); /* remove door without violence ;-) */ 1988 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1989 }
1990
2255 /* Do this after we print the message */ 1991 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1992 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1993 /* Need to update the weight the container the key was in */
2258 if (container != op) 1994 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 1995 esrv_update_item (UPD_WEIGHT, op, container);
1996
2260 return 1; /* Nothing more to do below */ 1997 return 1; /* Nothing more to do below */
2261 } 1998 }
2262 else if (door->type == LOCKED_DOOR) 1999 else if (door->type == LOCKED_DOOR)
2263 { 2000 {
2264 /* Might as well return now - no other way to open this */ 2001 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2002 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 2003 return 1;
2267 } 2004 }
2005
2268 return 0; 2006 return 0;
2269} 2007}
2270 2008
2271/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2276 */ 2014 */
2277
2278void 2015void
2279move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2280{ 2017{
2281 object *tmp, *mon; 2018 object *tmp, *mon;
2282 sint16 nx, ny; 2019 sint16 nx, ny;
2284 maptile *m; 2021 maptile *m;
2285 2022
2286 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2288 2025
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2290 2027
2291 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2292 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2293 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2294 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2299 */ 2036 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2038 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2040 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2305 if (!m) 2042 if (!m)
2306 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2307 } 2044 }
2308 else 2045 else
2309 m = op->map; 2046 m = op->map;
2310 2047
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 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; 2049 return;
2315 }
2316 2050
2317 mon = NULL; 2051 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2319 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2320 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2055 * on the space
2322 */ 2056 */
2323 while (tmp != NULL) 2057 while (tmp)
2324 { 2058 {
2325 if (tmp == op) 2059 if (tmp == op)
2326 { 2060 {
2327 tmp = tmp->above; 2061 tmp = tmp->above;
2328 continue; 2062 continue;
2338 mon = tmp; 2072 mon = tmp;
2339 2073
2340 tmp = tmp->above; 2074 tmp = tmp->above;
2341 } 2075 }
2342 2076
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2078 return; /* into a wall */
2345 2079
2346 if (mon->head != NULL) 2080 if (mon->head)
2347 mon = mon->head; 2081 mon = mon->head;
2348 2082
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2351 return; 2085 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2108 {
2375 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2110 if (op->contr->braced)
2377 return; 2111 return;
2112
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2116 make_visible (op);
2117
2382 return; 2118 return;
2383 } 2119 }
2384 2120
2385 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2124 * attack them either.
2389 */ 2125 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2129 (op->contr->peaceful
2394 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2395 && mon->contr-> 2131 && mon->contr->
2396 peaceful)) && 2132 peaceful)) &&
2397#else 2133#else
2398 op->contr->peaceful && 2134 op->contr->peaceful &&
2399#endif 2135#endif
2400 !on_battleground)) 2136 !on_battleground))
2401 { 2137 {
2402 if (!op->contr->braced) 2138 if (!op->contr->braced)
2403 { 2139 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2406 } 2142 }
2407 else 2143 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2145
2411 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2147 make_visible (op);
2413 } 2148 }
2414 2149
2415 /* If the object is a boulder or other rollable object, then 2150 /* 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 2161 * 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: 2162 * 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 2163 * 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. 2164 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2165 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 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))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2168 {
2435 2169
2436 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2178
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2180 }
2447 2181
2448 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2449 2183
2450 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2187 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2190 {
2457 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2458 2192
2459 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2462 } 2196 }
2197
2463 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2464 make_visible (op); 2199 make_visible (op);
2465 } 2200 }
2466 } /* if player should attack something */ 2201 } /* if player should attack something */
2467} 2202}
2469int 2204int
2470move_player (object *op, int dir) 2205move_player (object *op, int dir)
2471{ 2206{
2472 int pick; 2207 int pick;
2473 2208
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2210 return 0;
2476 2211
2477 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2479 { 2214 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2216 return 0;
2482 } 2217 }
2483 2218
2484 /* peterm: added following line */ 2219 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2222
2488 op->facing = dir; 2223 op->facing = dir;
2489 2224
2490 if (op->hide) 2225 if (op->hide)
2491 do_hidden_move (op); 2226 do_hidden_move (op);
2502 2237
2503 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2239 * server can handle repeat firing.
2505 */ 2240 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2242 op->direction = dir;
2509 }
2510 else 2243 else
2511 {
2512 op->direction = 0; 2244 op->direction = 0;
2513 } 2245
2514 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2248 * for players.
2517 */ 2249 */
2518 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2527 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2528 */ 2260 */
2529int 2261int
2530handle_newcs_player (object *op) 2262handle_newcs_player (object *op)
2531{ 2263{
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)) 2264 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2265 {
2554 flee_player (op); 2266 flee_player (op);
2555 /* If player is still scared, that is his action for this tick */ 2267 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED)) 2268 if (QUERY_FLAG (op, FLAG_SCARED))
2570 2282
2571 /* call this here - we also will call this in do_ericserver, but 2283 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2284 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2285 * called, so we recheck it here.
2574 */ 2286 */
2575 HandleClient (&op->contr->socket, op->contr); 2287 if (op->contr->ns->handle_command ())
2288 return 1;
2289
2576 if (op->speed_left < 0) 2290 if (op->speed_left > 0)
2577 return 0; 2291 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2292 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2293 {
2581 /* All move commands take 1 tick, at least for now */ 2294 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2295 op->speed_left--;
2583 2296
2584 /* Instead of all the stuff below, let move_player take care 2297 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2298 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2299 * there, as well as the confusion stuff.
2587 */ 2300 */
2588 move_player (op, op->direction); 2301 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2302
2590 return 1; 2303 return op->speed_left > 0;
2591 else 2304 }
2592 return 0;
2593 } 2305 }
2306
2594 return 0; 2307 return 0;
2595} 2308}
2596 2309
2597int 2310int
2598save_life (object *op) 2311save_life (object *op)
2599{ 2312{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2313 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2314 return 0;
2604 2315
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2316 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2317 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2318 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2319 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2609 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2320 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2321
2618 op->stats.hp = op->stats.maxhp; 2329 op->stats.hp = op->stats.maxhp;
2619 2330
2620 if (op->stats.food < 0) 2331 if (op->stats.food < 0)
2621 op->stats.food = 999; 2332 op->stats.food = 999;
2622 2333
2623 fix_player (op); 2334 op->update_stats ();
2624 return 1; 2335 return 1;
2625 } 2336 }
2337
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2338 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2339 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2340 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2341 return 0;
2630} 2342}
2635 * from. 2347 * from.
2636 */ 2348 */
2637void 2349void
2638remove_unpaid_objects (object *op, object *env) 2350remove_unpaid_objects (object *op, object *env)
2639{ 2351{
2640 object *next;
2641
2642 while (op) 2352 while (op)
2643 { 2353 {
2644 next = op->below; /* Make sure we have a good value, in case 2354 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2355
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2357 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2358 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2359 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2360
2361 op->insert_at (env);
2655 } 2362 }
2656 else if (op->inv) 2363 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2364 remove_unpaid_objects (op->inv, env);
2365
2658 op = next; 2366 op = next;
2659 } 2367 }
2660} 2368}
2661
2662 2369
2663/* 2370/*
2664 * Returns pointer a static string containing gravestone text 2371 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2372 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2373 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2384 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2386 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2387 else
2681 sprintf (buf, "%s\n", &op->name); 2388 sprintf (buf, "%s\n", &op->name);
2389
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2391 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2392 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2393 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2394 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2395 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2396
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2397 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2398 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2691 { 2400 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2401 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2402 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2403 strcat (buf2, buf);
2695 } 2404 }
2405
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2406 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2408 strcat (buf2, buf);
2409
2699 return buf2; 2410 return buf2;
2700} 2411}
2701
2702
2703 2412
2704void 2413void
2705do_some_living (object *op) 2414do_some_living (object *op)
2706{ 2415{
2707 int last_food = op->stats.food; 2416 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2422 int rate_grace = 2000;
2714 const int max_hp = 1; 2423 const int max_hp = 1;
2715 const int max_sp = 1; 2424 const int max_sp = 1;
2716 const int max_grace = 1; 2425 const int max_grace = 1;
2717 2426
2427 if (op->contr->hidden)
2428 {
2429 op->invisible = 1000;
2430 /* the socket code flashes the player visible/invisible
2431 * depending on the value of invisible, so we need to
2432 * alternate it here for it to work correctly.
2433 */
2434 if (pticks & 2)
2435 op->invisible--;
2436 }
2437 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2438 {
2439 if (!op->invisible--)
2440 {
2441 make_visible (op);
2442 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443 }
2444 }
2445
2718 if (op->contr->outputs_sync) 2446 if (op->contr->outputs_sync)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2447 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) 2448 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]); 2449 flush_output_element (op, &op->contr->outputs[i]);
2723 }
2724 2450
2725 if (op->contr->state == ST_PLAYING) 2451 if (op->contr->ns->state == ST_PLAYING)
2726 { 2452 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2455 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2457 else
2733 { 2458 {
2734 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2461 }
2462
2737 if (op->contr->gen_sp >= 0) 2463 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2465 else
2740 { 2466 {
2741 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2469 }
2470
2744 if (op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2473 else
2747 { 2474 {
2748 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2764 op->stats.food += op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2493 op->stats.food = last_food;
2767 } 2494 }
2768 } 2495 }
2496
2769 if (max_sp > 1) 2497 if (max_sp > 1)
2770 { 2498 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2499 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2500 if (over_sp > 0)
2773 { 2501 {
2774 if (op->stats.sp < op->stats.maxsp) 2502 if (op->stats.sp < op->stats.maxsp)
2775 { 2503 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2507 op->stats.sp--;
2508
2779 if (op->stats.sp > op->stats.maxsp) 2509 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2510 op->stats.sp = op->stats.maxsp;
2781 } 2511 }
2782 op->last_sp = 0; 2512 op->last_sp = 0;
2783 } 2513 }
2784 else 2514 else
2785 {
2786 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);
2787 }
2788 } 2516 }
2789 else 2517 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2519 }
2794 2520
2795 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2523 if (--op->last_grace < 0)
2798 { 2524 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2801 if (max_grace > 1) 2528 if (max_grace > 1)
2802 { 2529 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2531 if (over_grace > 0)
2805 { 2532 {
2833 op->stats.food += op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2562 op->stats.food = last_food;
2836 } 2563 }
2837 } 2564 }
2565
2838 if (max_hp > 1) 2566 if (max_hp > 1)
2839 { 2567 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2569 if (over_hp > 0)
2842 { 2570 {
2866 2594
2867 if (op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2597 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2871 /* dms do not consume food */ 2600 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2602 op->stats.food--;
2874 } 2603 }
2875 }
2876 2604
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2606 {
2879 object *tmp, *flesh = NULL; 2607 object *tmp, *flesh = 0;
2880 2608
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2610 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2616 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2618 break;
2891 } 2619 }
2892 else if (tmp->type == FLESH) 2620 else if (tmp->type == FLESH)
2893 flesh = tmp; 2621 flesh = tmp;
2894 } /* End if paid for object */ 2622 } /* End if paid for object */
2895 } /* end of for loop */ 2623 } /* end of for loop */
2624
2896 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2626 * eat flesh instead.
2898 */ 2627 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2629 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2631 manual_apply (op, flesh, 0);
2903 } 2632 }
2904 } /* end if player is starving */ 2633 }
2905 2634
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2908 2637
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2639 kill_player (op);
2640 }
2911} 2641}
2912
2913
2914 2642
2915/* If the player should die (lack of hp, food, etc), we call this. 2643/* If the player should die (lack of hp, food, etc), we call this.
2916 * op is the player in jeopardy. If the player can not be saved (not 2644 * op is the player in jeopardy. If the player can not be saved (not
2917 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2646 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2949 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2678
2951 /* restore player */ 2679 /* restore player */
2952 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2682 {
2956 tmp->destroy (); 2683 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2685 }
2959 2686
2960 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2689 {
2964 tmp->destroy (); 2690 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2692 }
2967 2693
2969 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2697 op->stats.food = 999;
2972 2698
2973 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2701 {
2977 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2703 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2981 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2707 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2711 }
2988 2712
2989 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2715 op->contr->braced = 0;
2996 2720
2997 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2998 2722
2999 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
3000 { 2724 {
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); 2725 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
3010 } 2727 }
3011 else 2728 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); 2729 sprintf (buf, "%s died.", &op->name);
3021 } 2730
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2732
3024 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
3025 x = op->x; 2734 x = op->x;
3026 y = op->y; 2735 y = op->y;
3027 map = op->map; 2736 map = op->map;
3028 2737
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
3034 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
3035 */ 2741 */
3036 2742
3037 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2745 * of death.
3040 */ 2746 */
3041#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2748 if (settings.balanced_stat_loss)
3043 { 2749 {
3044 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2752 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2755 little bit harder. */
3050 /* GD */ 2756 /* GD */
3051 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2758 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2759 else
3057 { 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
3058 num_stats_lose = 1; 2763 num_stats_lose = 1;
3059 } 2764
3060 lost_a_stat = 0; 2765 lost_a_stat = 0;
3061 2766
3062 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
3063 { 2768 {
3064 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3065 2770
3066 if (settings.stat_loss_on_death) 2771 if (settings.stat_loss_on_death)
3067 { 2772 {
3068 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2774 * what he lost.
3070 */ 2775 */
3071 change_attr_value (&(op->stats), i, -1); 2776 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2777 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
3077 } 2794 }
3078 else 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
3079 { 2797 {
3080 /* deplete a stat */ 2798 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2799 /* Get the stat that we're about to deplete. */
3082 object *dep; 2800 this_stat = get_attr_value (&(dep->stats), i);
3083 2801 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2802 {
3087 dep = arch_to_object (deparch); 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2804 int keep_chance = this_stat * this_stat;
3089 } 2805
3090 lose_this_stat = 1; 2806 /* 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) 2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2812 {
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; 2813 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2815 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 } 2816 }
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 */ 2817 else
3132 if (this_stat >= -50)
3133 { 2818 {
3134 change_attr_value (&(dep->stats), i, -1); 2819 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; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2824 }
3140 } 2825 }
3141 } 2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
3142 } 2845 }
2846 }
2847 }
3143 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2849 if (!lost_a_stat)
3145 { 2850 {
3146 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2852 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2853 const char *god = determine_god (op);
3149 2854
3150 if (god && (strcmp (god, "none"))) 2855 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); 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2857 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2859 }
3155#else 2860#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2862#endif
3158 2863
3159 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2865 * exp loss on the stone.
3161 */ 2866 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2869 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2871 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); 2872 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3168 tmp->msg = buf; 2873 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2874 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2876
3172 /**************************************/ 2877 /**************************************/
3173 /* */ 2878 /* */
3174 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
3177 /* */ 2882 /* */
3178 /**************************************/ 2883 /**************************************/
3179 2884
3180 /* remove any poisoning and confusion the character may be suffering. */ 2885 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2886 /* restore player */
3182 at = archetype::find ("poisoning"); 2887 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2888 tmp = present_arch_in_ob (at, op);
3184 2889
3185 if (tmp) 2890 if (tmp)
3186 { 2891 {
3187 tmp->destroy (); 2892 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2894 }
3190 2895
3191 at = archetype::find ("confusion"); 2896 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2897 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2898 if (tmp)
3194 { 2899 {
3195 tmp->destroy (); 2900 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2902 }
3198 2903
3199 cure_disease (op, 0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
3200 2905
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2907 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2908 if (op->stats.food < 100)
3204 op->stats.food = 900; 2909 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2913
3209 /* 2914 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2915 * Check to see if the player has any unpaid items. If so, remove them
3211 * the player has any unpaid items. If so, remove them and put them back 2916 * and put them back in the map.
3212 * in the map. 2917 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2918 remove_unpaid_objects (op->inv, op);
3217 2919
3218 /****************************************/ 2920 /****************************************/
3219 /* */ 2921 /* */
3220 /* Move player to his current respawn- */ 2922 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2923 /* position (usually last savebed) */
3222 /* */ 2924 /* */
3223 /****************************************/ 2925 /****************************************/
3224 2926
3225 enter_player_savebed (op); 2927 enter_player_savebed (op);
3226 2928
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2929 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2930
3233 /* it is possible that the player has blown something up 2931 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2932 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2933 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2934 * on the space that might harm the player.
3237 */ 2935 */
3238 will_kill_again = 0; 2936 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2937 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2938 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2939 will_kill_again |= tmp->attacktype;
3242 2940
3243 if (will_kill_again) 2941 if (will_kill_again)
3244 { 2942 {
3245 object *force; 2943 object *force;
3246 int at; 2944 int at;
3247 2945
3248 force = get_archetype (FORCE_NAME); 2946 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2947 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2948 force->speed = 0.1;
3251 force->speed_left = -5.0; 2949 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2950 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2951 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2952 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2953 force->resist[at] = 100;
3256 2954
3257 insert_ob_in_ob (force, op); 2955 insert_ob_in_ob (force, op);
3258 fix_player (op); 2956 op->update_stats ();
3259 2957
3260 } 2958 }
3261 2959
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2960 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} 2961}
3331
3332 2962
3333void 2963void
3334loot_object (object *op) 2964loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2965{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2966 object *tmp, *tmp2, *next;
3337 2967
3338 if (op->container) 2968 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2969
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3344 { 2971 {
3345 next = tmp->below; 2972 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3347 continue; 2975 continue;
2976
3348 tmp->remove (); 2977 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
2979
3350 if (tmp->type == CONTAINER) 2980 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2981 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2982
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2984 {
3356 if (tmp->nrof > 1) 2985 if (tmp->nrof > 1)
3357 { 2986 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2988 tmp2->destroy ();
3370/* 2999/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 3001 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 3002 * was changed.
3374 */ 3003 */
3375
3376void 3004void
3377fix_weight (void) 3005fix_weight (void)
3378{ 3006{
3379 player *pl; 3007 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 3008 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3009 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 3010
3385 if (old == sum) 3011 if (old == sum)
3386 continue; 3012 continue;
3387 fix_player (pl->ob); 3013 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3014 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 3015 }
3390} 3016}
3391 3017
3392void 3018void
3393fix_luck (void) 3019fix_luck (void)
3394{ 3020{
3395 player *pl; 3021 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3022 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3023 pl->ob->change_luck (0);
3400} 3024}
3401
3402 3025
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3026/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3027 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3028 * just treat this as any other spell casting object.
3406 */ 3029 */
3407
3408void 3030void
3409cast_dust (object *op, object *throw_ob, int dir) 3031cast_dust (object *op, object *throw_ob, int dir)
3410{ 3032{
3411 object *skop, *spob; 3033 object *skop, *spob;
3412 3034
3446 if (op->type == PLAYER) 3068 if (op->type == PLAYER)
3447 { 3069 {
3448 op->contr->tmp_invis = 0; 3070 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3071 op->contr->invis_race = 0;
3450 } 3072 }
3073
3451 update_object (op, UP_OBJ_FACE); 3074 update_object (op, UP_OBJ_CHANGE);
3452} 3075}
3453 3076
3454int 3077int
3455is_true_undead (object *op) 3078is_true_undead (object *op)
3456{ 3079{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3081 return 1;
3461 3082
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; 3083 return 0;
3468} 3084}
3469 3085
3470/* look at the surrounding terrain to determine 3086/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3087 * the hideability of this object. Positive levels
3527 3143
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3144 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3145
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3146 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3147 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3148 if (!skop || num >= skop->level)
3534 { 3149 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3151 make_visible (op);
3537 return; 3152 return;
3538 } 3153 }
3539 else 3154 else
3540 num += 20; 3155 num += 20;
3541 } 3156
3542 num += op->map->difficulty; 3157 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3158 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3159 num -= hide;
3160
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3161 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3162 {
3547 make_visible (op); 3163 make_visible (op);
3548 if (op->type == PLAYER) 3164 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3165 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3166 }
3551 else if (op->type == PLAYER && skop) 3167 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3168 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3169}
3556 3170
3557/* determine if who is standing near a hostile creature. */ 3171/* determine if who is standing near a hostile creature. */
3558 3172
3559int 3173int
3586 if (mflags & P_OUT_OF_MAP) 3200 if (mflags & P_OUT_OF_MAP)
3587 continue; 3201 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3202 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3203 continue;
3590 3204
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3205 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3206 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3207 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3208 return 1;
3595 else if (tmp->type == PLAYER) 3209 else if (tmp->type == PLAYER)
3596 { 3210 {
3626 if (pl->type != PLAYER) 3240 if (pl->type != PLAYER)
3627 { 3241 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3242 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3243 return -1;
3630 } 3244 }
3245
3631 if (!pl || !op) 3246 if (!pl || !op)
3632 return 0; 3247 return 0;
3633 3248
3634 if (op->head)
3635 {
3636 op = op->head; 3249 op = op->head_ ();
3637 } 3250
3638 get_rangevector (pl, op, &rv, 0x1); 3251 get_rangevector (pl, op, &rv, 0x1);
3639 3252
3640 /* starting with the 'head' part, lets loop 3253 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3254 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3255 * part that is in the los array but isnt on
3650 3263
3651 /* only the viewable area the player sees is updated by LOS 3264 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3265 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3266 * for any meaningful values.
3654 */ 3267 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3268 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3269 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3270 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3271 return 1;
3659 op = op->more; 3272 op = op->more;
3660 } 3273 }
3661 return 0; 3274 return 0;
3662} 3275}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3372 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3373 int i = 0, j = 0;
3761 3374
3762 /* get the appropriate treasurelist */ 3375 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3376 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3377 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3378 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3379 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3380 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3381 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3382 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3383 trlist = treasurelist::find ("dragon_ability_poison");
3771 3384
3772 if (trlist == NULL || who->type != PLAYER) 3385 if (trlist == NULL || who->type != PLAYER)
3773 return; 3386 return;
3774 3387
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3388 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3389
3777 if (tr == NULL || tr->item == NULL) 3390 if (!tr || !tr->item)
3778 { 3391 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3392 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3393 return;
3781 } 3394 }
3782 3395
3848 { 3461 {
3849 /* forces in the treasurelist can alter the player's stats */ 3462 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3463 object *skin;
3851 3464
3852 /* first get the dragon skin force */ 3465 /* first get the dragon skin force */
3466 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); 3467 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3468 ;
3469
3854 if (skin == NULL) 3470 if (!skin)
3855 return; 3471 return;
3856 3472
3857 /* adding new spellpath attunements */ 3473 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3474 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3475 {
3904 * not readied. 3520 * not readied.
3905 */ 3521 */
3906void 3522void
3907player_unready_range_ob (player *pl, object *ob) 3523player_unready_range_ob (player *pl, object *ob)
3908{ 3524{
3909 rangetype i;
3910
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3525 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3912 {
3913 if (pl->ranges[i] == ob) 3526 if (pl->ranges[i] == ob)
3914 { 3527 {
3915 pl->ranges[i] = NULL; 3528 pl->ranges[i] = 0;
3916 if (pl->shoottype == i) 3529 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none; 3530 pl->shoottype = range_none;
3919 }
3920 } 3531 }
3921 }
3922} 3532}
3533
3534sint8
3535player::visibility_at (maptile *map, int x, int y) const
3536{
3537 if (!ns)
3538 return 0;
3539
3540 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0;
3543
3544 x += dx - ns->current_x + ns->mapx / 2;
3545 y += dy - ns->current_y + ns->mapy / 2;
3546
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y];
3551}

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