ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.37 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.113 by root, Tue Apr 24 12:32:16 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 873void
1049int 874player::chargen_race_done ()
1050key_change_class (object *op, char key)
1051{ 875{
1052 int tmp_loop;
1053
1054 if (key == 'q' || key == 'Q')
1055 {
1056 op->remove ();
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D')
1061 {
1062 char buf[MAX_BUF];
1063
1064 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1066 878
1067 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
1068 if (tl) 880 if (tl)
1069 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
1070 882
1071 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
1072 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
1073 885
1074 op->contr->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
1075 887
1076 if (op->msg) 888 if (ob->msg)
1077 op->msg = NULL; 889 ob->msg = 0;
1078 890
1079 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1080 * to save here. 892 * to save here.
1081 */ 893 */
894 {
895 char buf[MAX_BUF];
1082 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1083 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
1084 899
1085#ifdef AUTOSAVE
1086 op->contr->last_save_tick = pticks;
1087#endif
1088 start_info (op); 900 start_info (ob);
1089 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
1090 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
1091 link_player_skills (op); 903 link_player_skills (ob);
1092 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
1093 fix_player (op); 905 ob->update_stats ();
1094 906
1095 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1096 * is one for this race 908 * is one for this race
1097 */ 909 */
1098 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1099 { 911 {
1100 object *tmp; 912 object *tmp;
1101 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1102 914
1103 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1104 tmp = object::create (); 916 tmp = object::create ();
1105 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1106 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
1107 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
1108 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1109 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1110 * default initial map */ 922 * default initial map */
1111 tmp->destroy (); 923 tmp->destroy ();
1112 } 924 }
1113 else 925 else
1114 {
1115 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1116 } 927}
1117 return 0;
1118 }
1119 928
929void
930player::chargen_race_next ()
931{
1120 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1121 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1122 */ 934 */
1123 935
1124 tmp_loop = 0; 936 do
1125 while (!tmp_loop)
1126 { 937 {
1127 shstr name = op->name; 938 shstr name = ob->name;
1128 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
1129 940
1130 remove_statbonus (op); 941 ob->remove_statbonus ();
1131 op->remove (); 942 ob->remove ();
1132 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
1133 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
1134 op->instantiate (); 945 ob->instantiate ();
1135 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
1136 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
1137 op->x = x; 948 ob->x = x;
1138 op->y = y; 949 ob->y = y;
1139 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
1140 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
1141 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
1142 add_statbonus (op); 953 ob->add_statbonus ();
1143 tmp_loop = allowed_class (op);
1144 } 954 }
955 while (!allowed_class (ob));
1145 956
1146 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1147 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
1148 fix_player (op); 959 ob->update_stats ();
1149 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
1150 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
1151 op->stats.grace = 0; 962 ob->stats.grace = 0;
1152
1153 if (op->msg)
1154 new_draw_info (NDI_BLUE, 0, op, op->msg);
1155
1156 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1157 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} 963}
1208 964
1209void 965void
1210flee_player (object *op) 966flee_player (object *op)
1211{ 967{
1241 { 997 {
1242 op->enemy = NULL; 998 op->enemy = NULL;
1243 CLEAR_FLAG (op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1244 return; 1000 return;
1245 } 1001 }
1002
1246 get_rangevector (op, op->enemy, &rv, 0); 1003 get_rangevector (op, op->enemy, &rv, 0);
1247 1004
1248 dir = absdir (4 + rv.direction); 1005 dir = absdir (4 + rv.direction);
1249 for (diff = 0; diff < 3; diff++) 1006 for (diff = 0; diff < 3; diff++)
1250 { 1007 {
1251 int m = 1 - (RANDOM () & 2); 1008 int m = 1 - (RANDOM () & 2);
1252 1009
1253 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1254 {
1255 return; 1011 return;
1256 }
1257 } 1012 }
1013
1258 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1259 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1260 op->enemy = NULL; 1016 op->enemy = NULL;
1261} 1017}
1262 1018
1268int 1024int
1269check_pick (object *op) 1025check_pick (object *op)
1270{ 1026{
1271 object *tmp, *next; 1027 object *tmp, *next;
1272 int stop = 0; 1028 int stop = 0;
1273 int j, k, wvratio; 1029 int wvratio;
1274 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1275 1031
1276 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1277 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1278 return 1; 1034 return 1;
1279 1035
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 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)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1350 else 1106 else
1351 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 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 } 1111 }
1112
1384 /* philosophy: 1113 /* philosophy:
1385 * It's easy to grab an item type from a pile, as long as it's 1114 * 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 1115 * generic. This takes no game-time. For more detailed pickups
1387 * and selections, select-items shoul dbe used. This is a 1116 * and selections, select-items should be used. This is a
1388 * grab-as-you-run type mode that's really useful for arrows for 1117 * grab-as-you-run type mode that's really useful for arrows for
1389 * example. 1118 * example.
1390 * The drawback: right now it has no frontend, so you need to 1119 * 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 1120 * stick the bits you want into a calculator in hex mode and then
1392 * convert to decimal and then 'pickup <#> 1121 * convert to decimal and then 'pickup <#>
1643 * found object is returned. 1372 * found object is returned.
1644 */ 1373 */
1645object * 1374object *
1646find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1647{ 1376{
1648 object *tmp = NULL; 1377 object *tmp = 0;
1649 1378
1650 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1651 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1652 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1653 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1654 return op; 1383 return op;
1384
1655 return tmp; 1385 return tmp;
1656} 1386}
1657 1387
1658/* 1388/*
1659 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * 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 1390 * 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 1391 * 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. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1663 */ 1393 */
1664
1665object * 1394object *
1666find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1667{ 1396{
1668 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1669 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1818 if (!dir) 1547 if (!dir)
1819 { 1548 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1821 return 0; 1550 return 0;
1822 } 1551 }
1552
1823 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1824 bow = op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1825 else 1555 else
1826 { 1556 {
1827 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1835 { 1565 {
1836 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1837 return 0; 1567 return 0;
1838 } 1568 }
1839 } 1569 }
1570
1840 if (!bow->race || !bow->skill) 1571 if (!bow->race || !bow->skill)
1841 { 1572 {
1842 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1843 return 0; 1574 return 0;
1844 } 1575 }
1846 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1847 1578
1848 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1849 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1850 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1851 if (bowspeed < 1) 1583 if (bowspeed < 1)
1852 bowspeed = 1; 1584 bowspeed = 1;
1853 1585
1854 if (arrow == NULL) 1586 if (arrow == NULL)
1855 { 1587 {
1861 else 1593 else
1862 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1863 return 0; 1595 return 0;
1864 } 1596 }
1865 } 1597 }
1598
1866 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1867 if (mflags & P_OUT_OF_MAP) 1600 if (mflags & P_OUT_OF_MAP)
1868 {
1869 return 0; 1601 return 0;
1870 } 1602
1871 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1872 { 1604 {
1873 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1874 return 0; 1606 return 0;
1875 } 1607 }
1881 return 0; 1613 return 0;
1882 } 1614 }
1883 1615
1884 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1885 arrow = get_split_ob (arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1886 if (arrow == NULL) 1618 if (!arrow)
1887 { 1619 {
1888 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1889 return 0; 1621 return 0;
1890 } 1622 }
1623
1891 arrow->set_owner (op); 1624 arrow->set_owner (op);
1892 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1893
1894 arrow->direction = dir; 1626 arrow->direction = dir;
1895 arrow->x = sx;
1896 arrow->y = sy;
1897 1627
1898 if (op->type == PLAYER) 1628 if (op->type == PLAYER)
1899 { 1629 {
1900 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1901 fix_player (op); 1631 op->update_stats ();
1902 } 1632 }
1903 1633
1904 SET_ANIMATION (arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1905 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1906 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1907 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1908 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1909 arrow->spellarg = strdup_local (arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1910 1640
1911 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1912 * added to the damage. I think the strength bonus is more proper. 1642 * added to the damage. I think the strength bonus is more proper.
1913 */ 1643 */
1914 1644
1916 1646
1917 /* update the speed */ 1647 /* update the speed */
1918 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1648 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; 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1920 1650
1921 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1922 arrow->speed = 1.0;
1923 update_ob_speed (arrow);
1924 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1925 1653
1926 if (op->type == PLAYER) 1654 if (op->type == PLAYER)
1927 { 1655 {
1928 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1938 } 1666 }
1939 1667
1940 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1941 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1942 1670
1943 if (bow->slaying != NULL) 1671 if (bow->slaying)
1944 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1945 1673
1946 arrow->map = m;
1947 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1948 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1949 1676
1950 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1951 insert_ob_in_map (arrow, m, op, 0); 1678 m->insert (arrow, sx, sy, op);
1952 1679
1953 if (!arrow->destroyed ()) 1680 if (!arrow->destroyed ())
1954 move_arrow (arrow); 1681 move_arrow (arrow);
1955 1682
1956 if (op->type == PLAYER) 1683 if (op->type == PLAYER)
1982 } 1709 }
1983 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1984 { 1711 {
1985 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1986 wcmod = -1; 1713 wcmod = -1;
1714
1987 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1988 } 1716 }
1989 else if (op->contr->bowtype == bow_threewide) 1717 else if (op->contr->bowtype == bow_threewide)
1990 { 1718 {
1991 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2061 1789
2062 if (item->arch) 1790 if (item->arch)
2063 { 1791 {
2064 CLEAR_FLAG (item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
2065 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
2066 item->speed = 0; 1794 item->set_speed (0);
2067 update_ob_speed (item);
2068 } 1795 }
1796
2069 if ((tmp = is_player_inv (item))) 1797 if ((tmp = item->in_player ()))
2070 esrv_update_item (UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
2071 } 1799 }
2072 } 1800 }
2073 else if (item->type == ROD || item->type == HORN) 1801 else if (item->type == ROD || item->type == HORN)
2074 {
2075 drain_rod_charge (item); 1802 drain_rod_charge (item);
2076 }
2077 } 1803 }
2078} 1804}
2079 1805
2080/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
2081 */ 1807 */
2104 case range_misc: 1830 case range_misc:
2105 fire_misc_object (op, dir); 1831 fire_misc_object (op, dir);
2106 return; 1832 return;
2107 1833
2108 case range_golem: /* Control summoned monsters from scrolls */ 1834 case range_golem: /* Control summoned monsters from scrolls */
2109 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2110 {
2111 op->contr->ranges[range_golem] = 0;
2112 op->contr->shoottype = range_none;
2113 }
2114 else
2115 control_golem (op->contr->ranges[range_golem], dir); 1835 control_golem (op->contr->ranges[range_golem], dir);
2116 return; 1836 return;
2117 1837
2118 case range_skill: 1838 case range_skill:
2119 if (!op->chosen_skill) 1839 if (!op->chosen_skill)
2120 { 1840 {
2121 if (op->type == PLAYER) 1841 if (op->type == PLAYER)
2122 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
2123 return; 1844 return;
2124 } 1845 }
1846
2125 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
2126 return; 1848 return;
2127 case range_builder: 1849 case range_builder:
2128 apply_map_builder (op, dir); 1850 apply_map_builder (op, dir);
2129 return; 1851 return;
2130 default: 1852 default:
2131 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2132 return; 1854 return;
2133 } 1855 }
2134} 1856}
2135
2136
2137 1857
2138/* find_key 1858/* find_key
2139 * We try to find a key for the door as passed. If we find a key 1859 * 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 1860 * and successfully use it, we return the key, otherwise NULL
2141 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
2143 * pl is the player, 1863 * pl is the player,
2144 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
2145 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
2146 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
2147 */ 1867 */
2148
2149object * 1868object *
2150find_key (object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
2151{ 1870{
2152 object *tmp, *key; 1871 object *tmp, *key;
2153 1872
2154 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
2155 if (container->inv == NULL) 1874 if (!container->inv)
2156 return NULL; 1875 return 0;
2157 1876
2158 /* First, lets try to find a key in the top level inventory */ 1877 /* First, lets try to find a key in the top level inventory */
2159 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
2160 { 1879 {
2161 if (door->type == DOOR && tmp->type == KEY) 1880 if (door->type == DOOR && tmp->type == KEY)
2162 break; 1881 break;
2163 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
2164 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
2165 */ 1884 */
2166 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2167 break; 1886 break;
2168 } 1887 }
1888
2169 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
2170 /* If we find and use a key in an inventory, return at that time. 1890 /* 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 1891 * otherwise, if we search all the inventories and still don't find
2172 * a key, return 1892 * a key, return
2173 */ 1893 */
2174 if (!tmp) 1894 if (!tmp)
2175 { 1895 {
2176 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
2177 { 1897 {
2178 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
2179 if (tmp->type == CONTAINER && tmp->inv) 1899 if (tmp->type == CONTAINER && tmp->inv)
2180 { 1900 {
2181 if ((key = find_key (pl, tmp, door)) != NULL) 1901 if ((key = find_key (pl, tmp, door)))
2182 return key; 1902 return key;
2183 } 1903 }
2184 } 1904 }
1905
2185 if (!tmp) 1906 if (!tmp)
2186 return NULL; 1907 return NULL;
2187 } 1908 }
1909
2188 /* We get down here if we have found a key. Now if its in a container, 1910 /* 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 1911 * see if we actually want to use it
2190 */ 1912 */
2191 if (pl != container) 1913 if (pl != container)
2192 { 1914 {
2213 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1935 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)); 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2215 return NULL; 1937 return NULL;
2216 } 1938 }
2217 } 1939 }
1940
2218 return tmp; 1941 return tmp;
2219} 1942}
2220 1943
2221/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
2222 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
2224 * 0 otherwise 1947 * 0 otherwise
2225 */ 1948 */
2226static int 1949static int
2227player_attack_door (object *op, object *door) 1950player_attack_door (object *op, object *door)
2228{ 1951{
2229
2230 /* If its a door, try to find a use a key. If we do destroy the door, 1952 /* 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 - 1953 * might as well return immediately as there is nothing more to do -
2232 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
2233 */ 1955 */
2234 object *key = find_key (op, op, door); 1956 object *key = find_key (op, op, door);
2241 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2242 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2243 make_visible (op); 1965 make_visible (op);
2244 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2245 spring_trap (door->inv, op); 1967 spring_trap (door->inv, op);
1968
2246 if (door->type == DOOR) 1969 if (door->type == DOOR)
2247 {
2248 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2249 }
2250 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2251 { 1972 {
2252 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1973 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 ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
2254 } 1975 }
1976
2255 /* Do this after we print the message */ 1977 /* Do this after we print the message */
2256 decrease_ob (key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2257 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2258 if (container != op) 1980 if (container != op)
2259 esrv_update_item (UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2260 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
2261 } 1984 }
2262 else if (door->type == LOCKED_DOOR) 1985 else if (door->type == LOCKED_DOOR)
2263 { 1986 {
2264 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2265 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2266 return 1; 1989 return 1;
2267 } 1990 }
1991
2268 return 0; 1992 return 0;
2269} 1993}
2270 1994
2271/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2272 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2273 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2274 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2275 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2276 */ 2000 */
2277
2278void 2001void
2279move_player_attack (object *op, int dir) 2002move_player_attack (object *op, int dir)
2280{ 2003{
2281 object *tmp, *mon; 2004 object *tmp, *mon;
2282 sint16 nx, ny; 2005 sint16 nx, ny;
2284 maptile *m; 2007 maptile *m;
2285 2008
2286 nx = freearr_x[dir] + op->x; 2009 nx = freearr_x[dir] + op->x;
2287 ny = freearr_y[dir] + op->y; 2010 ny = freearr_y[dir] + op->y;
2288 2011
2289 on_battleground = op_on_battleground (op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2290 2013
2291 /* If braced, or can't move to the square, and it is not out of the 2014 /* 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 2015 * 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 2016 * 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 2017 * player. This is a pretty nasty hack, because if we could
2299 */ 2022 */
2300 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2301 { 2024 {
2302 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2303 { 2026 {
2304 m = get_map_from_coord (op->map, &nx, &ny); 2027 m = op->map->xy_find (nx, ny);
2305 if (!m) 2028 if (!m)
2306 return; /* Don't think this should happen */ 2029 return; /* Don't think this should happen */
2307 } 2030 }
2308 else 2031 else
2309 m = op->map; 2032 m = op->map;
2310 2033
2311 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2034 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; 2035 return;
2315 }
2316 2036
2317 mon = NULL; 2037 mon = 0;
2318 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* 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. 2039 * 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 2040 * if its a door or barrel (can roll) see if there may be monsters
2321 * on the space 2041 * on the space
2322 */ 2042 */
2323 while (tmp != NULL) 2043 while (tmp)
2324 { 2044 {
2325 if (tmp == op) 2045 if (tmp == op)
2326 { 2046 {
2327 tmp = tmp->above; 2047 tmp = tmp->above;
2328 continue; 2048 continue;
2338 mon = tmp; 2058 mon = tmp;
2339 2059
2340 tmp = tmp->above; 2060 tmp = tmp->above;
2341 } 2061 }
2342 2062
2343 if (mon == NULL) /* This happens anytime the player tries to move */ 2063 if (!mon) /* This happens anytime the player tries to move */
2344 return; /* into a wall */ 2064 return; /* into a wall */
2345 2065
2346 if (mon->head != NULL) 2066 if (mon->head)
2347 mon = mon->head; 2067 mon = mon->head;
2348 2068
2349 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2350 if (player_attack_door (op, mon)) 2070 if (player_attack_door (op, mon))
2351 return; 2071 return;
2373 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2374 { 2094 {
2375 /* If we're braced, we don't want to switch places with it */ 2095 /* If we're braced, we don't want to switch places with it */
2376 if (op->contr->braced) 2096 if (op->contr->braced)
2377 return; 2097 return;
2098
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2100 (void) push_ob (mon, dir, op);
2380 if (op->contr->tmp_invis || op->hide) 2101 if (op->contr->tmp_invis || op->hide)
2381 make_visible (op); 2102 make_visible (op);
2103
2382 return; 2104 return;
2383 } 2105 }
2384 2106
2385 /* in certain circumstances, you shouldn't attack friendly 2107 /* in certain circumstances, you shouldn't attack friendly
2386 * creatures. Note that if you are braced, you can't push 2108 * creatures. Note that if you are braced, you can't push
2388 * attack them either. 2110 * attack them either.
2389 */ 2111 */
2390 if ((mon->type == PLAYER || mon->enemy != op) && 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2391 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2392#ifdef PROHIBIT_PLAYERKILL 2114#ifdef PROHIBIT_PLAYERKILL
2393 (op->contr->peaceful 2115 (op->contr->peaceful
2394 || (mon->type == PLAYER 2116 || (mon->type == PLAYER
2395 && mon->contr-> 2117 && mon->contr->
2396 peaceful)) && 2118 peaceful)) &&
2397#else 2119#else
2398 op->contr->peaceful && 2120 op->contr->peaceful &&
2399#endif 2121#endif
2400 !on_battleground)) 2122 !on_battleground))
2401 { 2123 {
2402 if (!op->contr->braced) 2124 if (!op->contr->braced)
2403 { 2125 {
2404 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2405 (void) push_ob (mon, dir, op); 2127 push_ob (mon, dir, op);
2406 } 2128 }
2407 else 2129 else
2408 {
2409 new_draw_info (0, 0, op, "You withhold your attack"); 2130 new_draw_info (0, 0, op, "You withhold your attack");
2410 } 2131
2411 if (op->contr->tmp_invis || op->hide) 2132 if (op->contr->tmp_invis || op->hide)
2412 make_visible (op); 2133 make_visible (op);
2413 } 2134 }
2414 2135
2415 /* If the object is a boulder or other rollable object, then 2136 /* 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 2147 * 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: 2148 * 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 2149 * 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. 2150 * that party_number -1 is no party, so attacks can still happen.
2430 */ 2151 */
2431
2432 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2152 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))) 2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2434 { 2154 {
2435 2155
2436 /* If the player hasn't hit something this tick, and does 2156 /* If the player hasn't hit something this tick, and does
2443 op->speed_left += op->speed / op->contr->weapon_sp; 2163 op->speed_left += op->speed / op->contr->weapon_sp;
2444 2164
2445 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2446 } 2166 }
2447 2167
2448 skill_attack (mon, op, 0, NULL, NULL); 2168 skill_attack (mon, op, 0, 0, 0);
2449 2169
2450 /* If attacking another player, that player gets automatic 2170 /* If attacking another player, that player gets automatic
2451 * hitback, and doesn't loose luck either. 2171 * hitback, and doesn't loose luck either.
2452 * Disable hitback on the battleground or if the target is 2172 * Disable hitback on the battleground or if the target is
2453 * the wiz. 2173 * the wiz.
2455 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2456 { 2176 {
2457 short luck = mon->stats.luck; 2177 short luck = mon->stats.luck;
2458 2178
2459 mon->contr->has_hit = 1; 2179 mon->contr->has_hit = 1;
2460 skill_attack (op, mon, 0, NULL, NULL); 2180 skill_attack (op, mon, 0, 0, 0);
2461 mon->stats.luck = luck; 2181 mon->stats.luck = luck;
2462 } 2182 }
2183
2463 if (action_makes_visible (op)) 2184 if (action_makes_visible (op))
2464 make_visible (op); 2185 make_visible (op);
2465 } 2186 }
2466 } /* if player should attack something */ 2187 } /* if player should attack something */
2467} 2188}
2469int 2190int
2470move_player (object *op, int dir) 2191move_player (object *op, int dir)
2471{ 2192{
2472 int pick; 2193 int pick;
2473 2194
2474 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2475 return 0; 2196 return 0;
2476 2197
2477 /* Sanity check: make sure dir is valid */ 2198 /* Sanity check: make sure dir is valid */
2478 if ((dir < 0) || (dir >= 9)) 2199 if ((dir < 0) || (dir >= 9))
2479 { 2200 {
2480 LOG (llevError, "move_player: invalid direction %d\n", dir); 2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2481 return 0; 2202 return 0;
2482 } 2203 }
2483 2204
2484 /* peterm: added following line */ 2205 /* peterm: added following line */
2485 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2486 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2487 2208
2488 op->facing = dir; 2209 op->facing = dir;
2489 2210
2490 if (op->hide) 2211 if (op->hide)
2491 do_hidden_move (op); 2212 do_hidden_move (op);
2502 2223
2503 /* Add special check for newcs players and fire on - this way, the 2224 /* Add special check for newcs players and fire on - this way, the
2504 * server can handle repeat firing. 2225 * server can handle repeat firing.
2505 */ 2226 */
2506 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2507 {
2508 op->direction = dir; 2228 op->direction = dir;
2509 }
2510 else 2229 else
2511 {
2512 op->direction = 0; 2230 op->direction = 0;
2513 } 2231
2514 /* Update how the player looks. Use the facing, so direction may 2232 /* Update how the player looks. Use the facing, so direction may
2515 * get reset to zero. This allows for full animation capabilities 2233 * get reset to zero. This allows for full animation capabilities
2516 * for players. 2234 * for players.
2517 */ 2235 */
2518 animate_object (op, op->facing); 2236 animate_object (op, op->facing);
2527 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2528 */ 2246 */
2529int 2247int
2530handle_newcs_player (object *op) 2248handle_newcs_player (object *op)
2531{ 2249{
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)) 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2553 { 2251 {
2554 flee_player (op); 2252 flee_player (op);
2555 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2556 if (QUERY_FLAG (op, FLAG_SCARED)) 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2557 { 2255 {
2558 op->speed_left--; 2256 op->speed_left--;
2559 return 0; 2257 return 0;
2560 } 2258 }
2561 } 2259 }
2562
2563 /* I've been seeing crashes where the golem has been destroyed, but
2564 * the player object still points to the defunct golem. The code that
2565 * destroys the golem looks correct, and it doesn't always happen, so
2566 * put this in a a workaround to clean up the golem pointer.
2567 */
2568 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2569 op->contr->ranges[range_golem] = 0;
2570 2260
2571 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2572 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2573 * called, so we recheck it here. 2263 * called, so we recheck it here.
2574 */ 2264 */
2575 HandleClient (&op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2266 return 1;
2267
2576 if (op->speed_left < 0) 2268 if (op->speed_left > 0)
2577 return 0; 2269 {
2578
2579 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2580 { 2271 {
2581 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2582 op->speed_left--; 2273 op->speed_left--;
2583 2274
2584 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2585 * of it. Also, some of the skill stuff is only put in 2276 * of it. Also, some of the skill stuff is only put in
2586 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2587 */ 2278 */
2588 move_player (op, op->direction); 2279 move_player (op, op->direction);
2589 if (op->speed_left > 0) 2280
2590 return 1; 2281 return op->speed_left > 0;
2591 else 2282 }
2592 return 0;
2593 } 2283 }
2284
2594 return 0; 2285 return 0;
2595} 2286}
2596 2287
2597int 2288int
2598save_life (object *op) 2289save_life (object *op)
2599{ 2290{
2600 object *tmp;
2601
2602 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2603 return 0; 2292 return 0;
2604 2293
2605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2606 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2607 { 2296 {
2608 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2297 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)); 2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2610 2299
2618 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2619 2308
2620 if (op->stats.food < 0) 2309 if (op->stats.food < 0)
2621 op->stats.food = 999; 2310 op->stats.food = 999;
2622 2311
2623 fix_player (op); 2312 op->update_stats ();
2624 return 1; 2313 return 1;
2625 } 2314 }
2315
2626 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2627 CLEAR_FLAG (op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628 enter_player_savebed (op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2629 return 0; 2319 return 0;
2630} 2320}
2635 * from. 2325 * from.
2636 */ 2326 */
2637void 2327void
2638remove_unpaid_objects (object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2639{ 2329{
2640 object *next;
2641
2642 while (op) 2330 while (op)
2643 { 2331 {
2644 next = op->below; /* Make sure we have a good value, in case 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2645 * we remove object 'op' 2333
2646 */
2647 if (QUERY_FLAG (op, FLAG_UNPAID)) 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2648 { 2335 {
2649 op->remove ();
2650 op->x = env->x;
2651 op->y = env->y;
2652 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2653 esrv_del_item (env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2654 insert_ob_in_map (op, env->map, NULL, 0); 2338
2339 op->insert_at (env);
2655 } 2340 }
2656 else if (op->inv) 2341 else if (op->inv)
2657 remove_unpaid_objects (op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2658 op = next; 2344 op = next;
2659 } 2345 }
2660} 2346}
2661
2662 2347
2663/* 2348/*
2664 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2665 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2666 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2677 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2678 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2679 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2680 else 2365 else
2681 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2682 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2683 strcat (buf2, buf); 2369 strcat (buf2, buf);
2684 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2685 sprintf (buf, "who was in level %d when killed\n", op->level); 2371 sprintf (buf, "who was in level %d when killed\n", op->level);
2686 else 2372 else
2687 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374
2688 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2689 strcat (buf2, buf); 2376 strcat (buf2, buf);
2690 if (op->type == PLAYER) 2377 if (op->type == PLAYER)
2691 { 2378 {
2692 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2693 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2694 strcat (buf2, buf); 2381 strcat (buf2, buf);
2695 } 2382 }
2383
2696 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2697 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2698 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2699 return buf2; 2388 return buf2;
2700} 2389}
2701
2702
2703 2390
2704void 2391void
2705do_some_living (object *op) 2392do_some_living (object *op)
2706{ 2393{
2707 int last_food = op->stats.food; 2394 int last_food = op->stats.food;
2713 int rate_grace = 2000; 2400 int rate_grace = 2000;
2714 const int max_hp = 1; 2401 const int max_hp = 1;
2715 const int max_sp = 1; 2402 const int max_sp = 1;
2716 const int max_grace = 1; 2403 const int max_grace = 1;
2717 2404
2405 if (op->contr->hidden)
2406 {
2407 op->invisible = 1000;
2408 /* the socket code flashes the player visible/invisible
2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2414 }
2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2416 {
2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2422 }
2423
2718 if (op->contr->outputs_sync) 2424 if (op->contr->outputs_sync)
2719 {
2720 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2425 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) 2426 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]); 2427 flush_output_element (op, &op->contr->outputs[i]);
2723 }
2724 2428
2725 if (op->contr->state == ST_PLAYING) 2429 if (op->contr->ns->state == ST_PLAYING)
2726 { 2430 {
2727
2728 /* these next three if clauses make it possible to SLOW DOWN 2431 /* these next three if clauses make it possible to SLOW DOWN
2729 hp/grace/spellpoint regeneration. */ 2432 hp/grace/spellpoint regeneration. */
2730 if (op->contr->gen_hp >= 0) 2433 if (op->contr->gen_hp >= 0)
2731 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2434 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2732 else 2435 else
2733 { 2436 {
2734 gen_hp = op->stats.maxhp; 2437 gen_hp = op->stats.maxhp;
2735 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2438 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2736 } 2439 }
2440
2737 if (op->contr->gen_sp >= 0) 2441 if (op->contr->gen_sp >= 0)
2738 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2442 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2739 else 2443 else
2740 { 2444 {
2741 gen_sp = op->stats.maxsp; 2445 gen_sp = op->stats.maxsp;
2742 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2446 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2743 } 2447 }
2448
2744 if (op->contr->gen_grace >= 0) 2449 if (op->contr->gen_grace >= 0)
2745 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2450 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2746 else 2451 else
2747 { 2452 {
2748 gen_grace = op->stats.maxgrace; 2453 gen_grace = op->stats.maxgrace;
2749 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2454 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2750 } 2455 }
2751 2456
2752 /* Regenerate Spell Points */ 2457 /* Regenerate Spell Points */
2753 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2458 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2754 { 2459 {
2755 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2460 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2756 if (op->stats.sp < op->stats.maxsp) 2461 if (op->stats.sp < op->stats.maxsp)
2757 { 2462 {
2758 op->stats.sp++; 2463 op->stats.sp++;
2764 op->stats.food += op->contr->digestion; 2469 op->stats.food += op->contr->digestion;
2765 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2766 op->stats.food = last_food; 2471 op->stats.food = last_food;
2767 } 2472 }
2768 } 2473 }
2474
2769 if (max_sp > 1) 2475 if (max_sp > 1)
2770 { 2476 {
2771 over_sp = (gen_sp + 10) / rate_sp; 2477 over_sp = (gen_sp + 10) / rate_sp;
2772 if (over_sp > 0) 2478 if (over_sp > 0)
2773 { 2479 {
2774 if (op->stats.sp < op->stats.maxsp) 2480 if (op->stats.sp < op->stats.maxsp)
2775 { 2481 {
2776 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2777 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2778 op->stats.sp--; 2485 op->stats.sp--;
2486
2779 if (op->stats.sp > op->stats.maxsp) 2487 if (op->stats.sp > op->stats.maxsp)
2780 op->stats.sp = op->stats.maxsp; 2488 op->stats.sp = op->stats.maxsp;
2781 } 2489 }
2782 op->last_sp = 0; 2490 op->last_sp = 0;
2783 } 2491 }
2784 else 2492 else
2785 {
2786 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2787 }
2788 } 2494 }
2789 else 2495 else
2790 {
2791 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2792 }
2793 } 2497 }
2794 2498
2795 /* Regenerate Grace */ 2499 /* Regenerate Grace */
2796 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2797 if (--op->last_grace < 0) 2501 if (--op->last_grace < 0)
2798 { 2502 {
2799 if (op->stats.grace < op->stats.maxgrace / 2) 2503 if (op->stats.grace < op->stats.maxgrace / 2)
2800 op->stats.grace++; /* no penalty in food for regaining grace */ 2504 op->stats.grace++; /* no penalty in food for regaining grace */
2505
2801 if (max_grace > 1) 2506 if (max_grace > 1)
2802 { 2507 {
2803 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2508 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2804 if (over_grace > 0) 2509 if (over_grace > 0)
2805 { 2510 {
2833 op->stats.food += op->contr->digestion; 2538 op->stats.food += op->contr->digestion;
2834 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2539 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2835 op->stats.food = last_food; 2540 op->stats.food = last_food;
2836 } 2541 }
2837 } 2542 }
2543
2838 if (max_hp > 1) 2544 if (max_hp > 1)
2839 { 2545 {
2840 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2546 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2841 if (over_hp > 0) 2547 if (over_hp > 0)
2842 { 2548 {
2866 2572
2867 if (op->contr->gen_hp > 0) 2573 if (op->contr->gen_hp > 0)
2868 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2574 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2869 else 2575 else
2870 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2576 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2577
2871 /* dms do not consume food */ 2578 /* dms do not consume food */
2872 if (!QUERY_FLAG (op, FLAG_WIZ)) 2579 if (!QUERY_FLAG (op, FLAG_WIZ))
2873 op->stats.food--; 2580 op->stats.food--;
2874 } 2581 }
2875 }
2876 2582
2877 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2583 if (op->stats.food < 0 && op->stats.hp >= 0)
2878 { 2584 {
2879 object *tmp, *flesh = NULL; 2585 object *tmp, *flesh = 0;
2880 2586
2881 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2587 for (tmp = op->inv; tmp; tmp = tmp->below)
2882 { 2588 {
2883 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2589 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2884 {
2885 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2886 { 2590 {
2591 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2592 {
2887 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2888 manual_apply (op, tmp, 0); 2594 manual_apply (op, tmp, 0);
2889 if (op->stats.food >= 0 || op->stats.hp < 0) 2595 if (op->stats.food >= 0 || op->stats.hp < 0)
2890 break; 2596 break;
2891 } 2597 }
2892 else if (tmp->type == FLESH) 2598 else if (tmp->type == FLESH)
2893 flesh = tmp; 2599 flesh = tmp;
2894 } /* End if paid for object */ 2600 } /* End if paid for object */
2895 } /* end of for loop */ 2601 } /* end of for loop */
2602
2896 /* If player is still starving, it means they don't have any food, so 2603 /* If player is still starving, it means they don't have any food, so
2897 * eat flesh instead. 2604 * eat flesh instead.
2898 */ 2605 */
2899 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2606 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2900 { 2607 {
2901 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2608 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2902 manual_apply (op, flesh, 0); 2609 manual_apply (op, flesh, 0);
2903 } 2610 }
2904 } /* end if player is starving */ 2611 }
2905 2612
2906 while (op->stats.food < 0 && op->stats.hp > 0) 2613 while (op->stats.food < 0 && op->stats.hp >= 0)
2907 op->stats.food++, op->stats.hp--; 2614 op->stats.food++, op->stats.hp--;
2908 2615
2909 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2616 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2910 kill_player (op); 2617 kill_player (op);
2618 }
2911} 2619}
2912
2913
2914 2620
2915/* If the player should die (lack of hp, food, etc), we call this. 2621/* 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 2622 * 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 2623 * permadeath, no lifesave), this will take care of removing the player
2918 * file. 2624 * file.
2948 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2654 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..."); 2655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2950 2656
2951 /* restore player */ 2657 /* restore player */
2952 at = archetype::find ("poisoning"); 2658 at = archetype::find ("poisoning");
2953 tmp = present_arch_in_ob (at, op); 2659 if (object *tmp = present_arch_in_ob (at, op))
2954 if (tmp)
2955 { 2660 {
2956 tmp->destroy (); 2661 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2662 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2958 } 2663 }
2959 2664
2960 at = archetype::find ("confusion"); 2665 at = archetype::find ("confusion");
2961 tmp = present_arch_in_ob (at, op); 2666 if (object *tmp = present_arch_in_ob (at, op))
2962 if (tmp)
2963 { 2667 {
2964 tmp->destroy (); 2668 tmp->destroy ();
2965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2669 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2966 } 2670 }
2967 2671
2969 op->stats.hp = op->stats.maxhp; 2673 op->stats.hp = op->stats.maxhp;
2970 if (op->stats.food <= 0) 2674 if (op->stats.food <= 0)
2971 op->stats.food = 999; 2675 op->stats.food = 999;
2972 2676
2973 /* create a bodypart-trophy to make the winner happy */ 2677 /* create a bodypart-trophy to make the winner happy */
2974 tmp = arch_to_object (archetype::find ("finger")); 2678 if (object *tmp = arch_to_object (archetype::find ("finger")))
2975 if (tmp != NULL)
2976 { 2679 {
2977 sprintf (buf, "%s's finger", &op->name); 2680 sprintf (buf, "%s's finger", &op->name);
2978 tmp->name = buf; 2681 tmp->name = buf;
2979 sprintf (buf, " This finger has been cut off %s\n" 2682 sprintf (buf, " This finger has been cut off %s\n"
2980 " the %s, when he was defeated at\n level %d by %s.\n", 2683 " 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); 2684 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2982 tmp->msg = buf; 2685 tmp->msg = buf;
2983 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2686 tmp->value = 0, tmp->type = 0;
2984 tmp->materialname = NULL; 2687 tmp->materialname = "organics";
2985 tmp->x = op->x, tmp->y = op->y; 2688 tmp->insert_at (op, tmp);
2986 insert_ob_in_map (tmp, op->map, op, 0);
2987 } 2689 }
2988 2690
2989 /* teleport defeated player to new destination */ 2691 /* teleport defeated player to new destination */
2990 transfer_ob (op, x, y, 0, NULL); 2692 transfer_ob (op, x, y, 0, NULL);
2991 op->contr->braced = 0; 2693 op->contr->braced = 0;
2996 2698
2997 command_kill_pets (op, 0); 2699 command_kill_pets (op, 0);
2998 2700
2999 if (op->stats.food < 0) 2701 if (op->stats.food < 0)
3000 { 2702 {
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); 2703 sprintf (buf, "%s starved to death.", &op->name);
3009 strcpy (op->contr->killer, "starvation"); 2704 strcpy (op->contr->killer, "starvation");
3010 } 2705 }
3011 else 2706 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); 2707 sprintf (buf, "%s died.", &op->name);
3021 } 2708
3022 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2709 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3023 2710
3024 /* save the map location for corpse, gravestone */ 2711 /* save the map location for corpse, gravestone */
3025 x = op->x; 2712 x = op->x;
3026 y = op->y; 2713 y = op->y;
3027 map = op->map; 2714 map = op->map;
3028 2715
3029
3030 if (settings.not_permadeth == TRUE)
3031 {
3032 /* NOT_PERMADEATH code. This basically brings the character back to 2716 /* NOT_PERMADEATH code. This basically brings the character back to
3033 * life if they are dead - it takes some exp and a random stat. 2717 * 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. 2718 * See the config.h file for a little more in depth detail about this.
3035 */ 2719 */
3036 2720
3037 /* Basically two ways to go - remove a stat permanently, or just 2721 /* Basically two ways to go - remove a stat permanently, or just
3038 * make it depletion. This bunch of code deals with that aspect 2722 * make it depletion. This bunch of code deals with that aspect
3039 * of death. 2723 * of death.
3040 */ 2724 */
3041#ifndef COZY_SERVER 2725#ifndef COZY_SERVER
3042 if (settings.balanced_stat_loss) 2726 if (settings.balanced_stat_loss)
3043 { 2727 {
3044 /* If stat loss is permanent, lose one stat only. */ 2728 /* If stat loss is permanent, lose one stat only. */
3045 /* Lower level chars don't lose as many stats because they suffer 2729 /* Lower level chars don't lose as many stats because they suffer
3046 more if they do. */ 2730 more if they do. */
3047 /* Higher level characters can afford things such as potions of 2731 /* Higher level characters can afford things such as potions of
3048 restoration, or better, stat potions. So we slug them that 2732 restoration, or better, stat potions. So we slug them that
3049 little bit harder. */ 2733 little bit harder. */
3050 /* GD */ 2734 /* GD */
3051 if (settings.stat_loss_on_death) 2735 if (settings.stat_loss_on_death)
3052 num_stats_lose = 1; 2736 num_stats_lose = 1;
3053 else
3054 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3055 }
3056 else 2737 else
3057 { 2738 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2739 }
2740 else
3058 num_stats_lose = 1; 2741 num_stats_lose = 1;
3059 } 2742
3060 lost_a_stat = 0; 2743 lost_a_stat = 0;
3061 2744
3062 for (z = 0; z < num_stats_lose; z++) 2745 for (z = 0; z < num_stats_lose; z++)
3063 { 2746 {
3064 i = RANDOM () % NUM_STATS; 2747 i = RANDOM () % NUM_STATS;
3065 2748
3066 if (settings.stat_loss_on_death) 2749 if (settings.stat_loss_on_death)
3067 { 2750 {
3068 /* Pick a random stat and take a point off it. Tell the player 2751 /* Pick a random stat and take a point off it. Tell the player
3069 * what he lost. 2752 * what he lost.
3070 */ 2753 */
3071 change_attr_value (&(op->stats), i, -1); 2754 change_attr_value (&(op->stats), i, -1);
3072 check_stat_bounds (&(op->stats)); 2755 check_stat_bounds (&(op->stats));
3073 change_attr_value (&(op->contr->orig_stats), i, -1); 2756 change_attr_value (&(op->contr->orig_stats), i, -1);
3074 check_stat_bounds (&(op->contr->orig_stats)); 2757 check_stat_bounds (&(op->contr->orig_stats));
3075 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2758 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3076 lost_a_stat = 1; 2759 lost_a_stat = 1;
2760 }
2761 else
2762 {
2763 /* deplete a stat */
2764 archetype *deparch = archetype::find ("depletion");
2765 object *dep;
2766
2767 dep = present_arch_in_ob (deparch, op);
2768 if (!dep)
2769 {
2770 dep = arch_to_object (deparch);
2771 insert_ob_in_ob (dep, op);
3077 } 2772 }
3078 else 2773 lose_this_stat = 1;
2774 if (settings.balanced_stat_loss)
3079 { 2775 {
3080 /* deplete a stat */ 2776 /* GD */
3081 archetype *deparch = archetype::find ("depletion"); 2777 /* Get the stat that we're about to deplete. */
3082 object *dep; 2778 this_stat = get_attr_value (&(dep->stats), i);
3083 2779 if (this_stat < 0)
3084 dep = present_arch_in_ob (deparch, op);
3085 if (!dep)
3086 { 2780 {
3087 dep = arch_to_object (deparch); 2781 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 insert_ob_in_ob (dep, op); 2782 int keep_chance = this_stat * this_stat;
3089 } 2783
3090 lose_this_stat = 1; 2784 /* 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) 2785 if (keep_chance < 1)
2786 keep_chance = 1;
2787
2788 /* There is a maximum depletion total per level. */
2789 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 { 2790 {
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; 2791 lose_this_stat = 0;
3109 /* Take loss chance vs keep chance to see if we 2792 /* Take loss chance vs keep chance to see if we
3110 retain the stat. */ 2793 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 } 2794 }
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 */ 2795 else
3132 if (this_stat >= -50)
3133 { 2796 {
3134 change_attr_value (&(dep->stats), i, -1); 2797 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; 2798 lose_this_stat = 0;
2799 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2800 this_stat, keep_chance, loss_chance,
2801 lose_this_stat?"LOSE":"KEEP"); */
3139 } 2802 }
3140 } 2803 }
3141 } 2804 }
2805
2806 if (lose_this_stat)
2807 {
2808 this_stat = get_attr_value (&(dep->stats), i);
2809 /* We could try to do something clever like find another
2810 * stat to reduce if this fails. But chances are, if
2811 * stats have been depleted to -50, all are pretty low
2812 * and should be roughly the same, so it shouldn't make a
2813 * difference.
2814 */
2815 if (this_stat >= -50)
2816 {
2817 change_attr_value (&(dep->stats), i, -1);
2818 SET_FLAG (dep, FLAG_APPLIED);
2819 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2820 op->update_stats ();
2821 lost_a_stat = 1;
2822 }
3142 } 2823 }
2824 }
2825 }
3143 /* If no stat lost, tell the player. */ 2826 /* If no stat lost, tell the player. */
3144 if (!lost_a_stat) 2827 if (!lost_a_stat)
3145 { 2828 {
3146 /* determine_god() seems to not work sometimes... why is this? 2829 /* determine_god() seems to not work sometimes... why is this?
3147 Should I be using something else? GD */ 2830 Should I be using something else? GD */
3148 const char *god = determine_god (op); 2831 const char *god = determine_god (op);
3149 2832
3150 if (god && (strcmp (god, "none"))) 2833 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); 2834 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3152 else 2835 else
3153 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3154 } 2837 }
3155#else 2838#else
3156 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2839 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3157#endif 2840#endif
3158 2841
3159 /* Put a gravestone up where the character 'almost' died. List the 2842 /* Put a gravestone up where the character 'almost' died. List the
3160 * exp loss on the stone. 2843 * exp loss on the stone.
3161 */ 2844 */
3162 tmp = arch_to_object (archetype::find ("gravestone")); 2845 tmp = arch_to_object (archetype::find ("gravestone"));
3163 sprintf (buf, "%s's gravestone", &op->name); 2846 sprintf (buf, "%s's gravestone", &op->name);
3164 tmp->name = buf; 2847 tmp->name = buf;
3165 sprintf (buf, "%s's gravestones", &op->name); 2848 sprintf (buf, "%s's gravestones", &op->name);
3166 tmp->name_pl = buf; 2849 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); 2850 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; 2851 tmp->msg = buf;
3169 tmp->x = op->x, tmp->y = op->y; 2852 tmp->x = op->x, tmp->y = op->y;
3170 insert_ob_in_map (tmp, op->map, NULL, 0); 2853 insert_ob_in_map (tmp, op->map, NULL, 0);
3171 2854
3172 /**************************************/ 2855 /**************************************/
3173 /* */ 2856 /* */
3174 /* Subtract the experience points, */ 2857 /* Subtract the experience points, */
3175 /* if we died cause of food, give us */ 2858 /* if we died cause of food, give us */
3176 /* food, and reset HP's... */ 2859 /* food, and reset HP's... */
3177 /* */ 2860 /* */
3178 /**************************************/ 2861 /**************************************/
3179 2862
3180 /* remove any poisoning and confusion the character may be suffering. */ 2863 /* remove any poisoning and confusion the character may be suffering. */
3181 /* restore player */ 2864 /* restore player */
3182 at = archetype::find ("poisoning"); 2865 at = archetype::find ("poisoning");
3183 tmp = present_arch_in_ob (at, op); 2866 tmp = present_arch_in_ob (at, op);
3184 2867
3185 if (tmp) 2868 if (tmp)
3186 { 2869 {
3187 tmp->destroy (); 2870 tmp->destroy ();
3188 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2871 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3189 } 2872 }
3190 2873
3191 at = archetype::find ("confusion"); 2874 at = archetype::find ("confusion");
3192 tmp = present_arch_in_ob (at, op); 2875 tmp = present_arch_in_ob (at, op);
3193 if (tmp) 2876 if (tmp)
3194 { 2877 {
3195 tmp->destroy (); 2878 tmp->destroy ();
3196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2879 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3197 } 2880 }
3198 2881
3199 cure_disease (op, 0); /* remove any disease */ 2882 cure_disease (op, 0); /* remove any disease */
3200 2883
3201 /*add_exp(op, (op->stats.exp * -0.20)); */ 2884 /*add_exp(op, (op->stats.exp * -0.20)); */
3202 apply_death_exp_penalty (op); 2885 apply_death_exp_penalty (op);
3203 if (op->stats.food < 100) 2886 if (op->stats.food < 100)
3204 op->stats.food = 900; 2887 op->stats.food = 900;
3205 op->stats.hp = op->stats.maxhp; 2888 op->stats.hp = op->stats.maxhp;
3206 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2889 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3207 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2890 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3208 2891
3209 /* 2892 /*
3210 * Check to see if the player is in a shop. IF so, then check to see if 2893 * 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 2894 * and put them back in the map.
3212 * in the map. 2895 */
3213 */
3214
3215 if (is_in_shop (op))
3216 remove_unpaid_objects (op->inv, op); 2896 remove_unpaid_objects (op->inv, op);
3217 2897
3218 /****************************************/ 2898 /****************************************/
3219 /* */ 2899 /* */
3220 /* Move player to his current respawn- */ 2900 /* Move player to his current respawn- */
3221 /* position (usually last savebed) */ 2901 /* position (usually last savebed) */
3222 /* */ 2902 /* */
3223 /****************************************/ 2903 /****************************************/
3224 2904
3225 enter_player_savebed (op); 2905 enter_player_savebed (op);
3226 2906
3227 /* Save the player before inserting the force to reduce
3228 * chance of abuse.
3229 */
3230 op->contr->braced = 0; 2907 op->contr->braced = 0;
3231 save_player (op, 1);
3232 2908
3233 /* it is possible that the player has blown something up 2909 /* it is possible that the player has blown something up
3234 * at his savebed location, and that can have long lasting 2910 * at his savebed location, and that can have long lasting
3235 * spell effects. So first see if there is a spell effect 2911 * spell effects. So first see if there is a spell effect
3236 * on the space that might harm the player. 2912 * on the space that might harm the player.
3237 */ 2913 */
3238 will_kill_again = 0; 2914 will_kill_again = 0;
3239 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2915 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3240 if (tmp->type == SPELL_EFFECT) 2916 if (tmp->type == SPELL_EFFECT)
3241 will_kill_again |= tmp->attacktype; 2917 will_kill_again |= tmp->attacktype;
3242 2918
3243 if (will_kill_again) 2919 if (will_kill_again)
3244 { 2920 {
3245 object *force; 2921 object *force;
3246 int at; 2922 int at;
3247 2923
3248 force = get_archetype (FORCE_NAME); 2924 force = get_archetype (FORCE_NAME);
3249 /* 50 ticks should be enough time for the spell to abate */ 2925 /* 50 ticks should be enough time for the spell to abate */
3250 force->speed = 0.1; 2926 force->speed = 0.1;
3251 force->speed_left = -5.0; 2927 force->speed_left = -5.0;
3252 SET_FLAG (force, FLAG_APPLIED); 2928 SET_FLAG (force, FLAG_APPLIED);
3253 for (at = 0; at < NROFATTACKS; at++) 2929 for (at = 0; at < NROFATTACKS; at++)
3254 if (will_kill_again & (1 << at)) 2930 if (will_kill_again & (1 << at))
3255 force->resist[at] = 100; 2931 force->resist[at] = 100;
3256 2932
3257 insert_ob_in_ob (force, op); 2933 insert_ob_in_ob (force, op);
3258 fix_player (op); 2934 op->update_stats ();
3259 2935
3260 } 2936 }
3261 2937
3262 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2938 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} 2939}
3331
3332 2940
3333void 2941void
3334loot_object (object *op) 2942loot_object (object *op)
3335{ /* Grab and destroy some treasure */ 2943{ /* Grab and destroy some treasure */
3336 object *tmp, *tmp2, *next; 2944 object *tmp, *tmp2, *next;
3337 2945
3338 if (op->container) 2946 op->close_container (); /* close open sack first */
3339 { /* close open sack first */
3340 esrv_apply_container (op, op->container);
3341 }
3342 2947
3343 for (tmp = op->inv; tmp != NULL; tmp = next) 2948 for (tmp = op->inv; tmp; tmp = next)
3344 { 2949 {
3345 next = tmp->below; 2950 next = tmp->below;
3346 if (tmp->type == EXPERIENCE || tmp->invisible) 2951
2952 if (tmp->invisible)
3347 continue; 2953 continue;
2954
3348 tmp->remove (); 2955 tmp->remove ();
3349 tmp->x = op->x, tmp->y = op->y; 2956 tmp->x = op->x, tmp->y = op->y;
2957
3350 if (tmp->type == CONTAINER) 2958 if (tmp->type == CONTAINER)
3351 { /* empty container to ground */ 2959 loot_object (tmp); /* empty container to ground */
3352 loot_object (tmp); 2960
3353 }
3354 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2961 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3355 { 2962 {
3356 if (tmp->nrof > 1) 2963 if (tmp->nrof > 1)
3357 { 2964 {
3358 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2965 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3359 tmp2->destroy (); 2966 tmp2->destroy ();
3370/* 2977/*
3371 * fix_weight(): Check recursively the weight of all players, and fix 2978 * fix_weight(): Check recursively the weight of all players, and fix
3372 * what needs to be fixed. Refresh windows and fix speed if anything 2979 * what needs to be fixed. Refresh windows and fix speed if anything
3373 * was changed. 2980 * was changed.
3374 */ 2981 */
3375
3376void 2982void
3377fix_weight (void) 2983fix_weight (void)
3378{ 2984{
3379 player *pl; 2985 for_all_players (pl)
3380
3381 for (pl = first_player; pl != NULL; pl = pl->next)
3382 { 2986 {
3383 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2987 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3384 2988
3385 if (old == sum) 2989 if (old == sum)
3386 continue; 2990 continue;
3387 fix_player (pl->ob); 2991 pl->ob->update_stats ();
3388 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2992 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3389 } 2993 }
3390} 2994}
3391 2995
3392void 2996void
3393fix_luck (void) 2997fix_luck (void)
3394{ 2998{
3395 player *pl; 2999 for_all_players (pl)
3396
3397 for (pl = first_player; pl != NULL; pl = pl->next)
3398 if (!pl->ob->contr->state) 3000 if (!pl->ob->contr->ns->state)
3399 change_luck (pl->ob, 0); 3001 pl->ob->change_luck (0);
3400} 3002}
3401
3402 3003
3403/* cast_dust() - handles op throwing objects of type 'DUST'. 3004/* cast_dust() - handles op throwing objects of type 'DUST'.
3404 * This is much simpler in the new spell code - we basically 3005 * This is much simpler in the new spell code - we basically
3405 * just treat this as any other spell casting object. 3006 * just treat this as any other spell casting object.
3406 */ 3007 */
3407
3408void 3008void
3409cast_dust (object *op, object *throw_ob, int dir) 3009cast_dust (object *op, object *throw_ob, int dir)
3410{ 3010{
3411 object *skop, *spob; 3011 object *skop, *spob;
3412 3012
3446 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3447 { 3047 {
3448 op->contr->tmp_invis = 0; 3048 op->contr->tmp_invis = 0;
3449 op->contr->invis_race = 0; 3049 op->contr->invis_race = 0;
3450 } 3050 }
3051
3451 update_object (op, UP_OBJ_FACE); 3052 update_object (op, UP_OBJ_CHANGE);
3452} 3053}
3453 3054
3454int 3055int
3455is_true_undead (object *op) 3056is_true_undead (object *op)
3456{ 3057{
3457 object *tmp = NULL;
3458
3459 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3058 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3460 return 1; 3059 return 1;
3461 3060
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; 3061 return 0;
3468} 3062}
3469 3063
3470/* look at the surrounding terrain to determine 3064/* look at the surrounding terrain to determine
3471 * the hideability of this object. Positive levels 3065 * the hideability of this object. Positive levels
3527 3121
3528 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3122 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3529 3123
3530 /* its *extremely* hard to run and sneak/hide at the same time! */ 3124 /* its *extremely* hard to run and sneak/hide at the same time! */
3531 if (op->type == PLAYER && op->contr->run_on) 3125 if (op->type == PLAYER && op->contr->run_on)
3532 {
3533 if (!skop || num >= skop->level) 3126 if (!skop || num >= skop->level)
3534 { 3127 {
3535 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3128 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3536 make_visible (op); 3129 make_visible (op);
3537 return; 3130 return;
3538 } 3131 }
3539 else 3132 else
3540 num += 20; 3133 num += 20;
3541 } 3134
3542 num += op->map->difficulty; 3135 num += op->map->difficulty;
3543 hide = hideability (op); /* modify by terrain hidden level */ 3136 hide = hideability (op); /* modify by terrain hidden level */
3544 num -= hide; 3137 num -= hide;
3138
3545 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3139 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3546 { 3140 {
3547 make_visible (op); 3141 make_visible (op);
3548 if (op->type == PLAYER) 3142 if (op->type == PLAYER)
3549 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3143 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3550 } 3144 }
3551 else if (op->type == PLAYER && skop) 3145 else if (op->type == PLAYER && skop)
3552 {
3553 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3146 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3554 }
3555} 3147}
3556 3148
3557/* determine if who is standing near a hostile creature. */ 3149/* determine if who is standing near a hostile creature. */
3558 3150
3559int 3151int
3586 if (mflags & P_OUT_OF_MAP) 3178 if (mflags & P_OUT_OF_MAP)
3587 continue; 3179 continue;
3588 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3180 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3589 continue; 3181 continue;
3590 3182
3591 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3183 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3592 { 3184 {
3593 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3185 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3594 return 1; 3186 return 1;
3595 else if (tmp->type == PLAYER) 3187 else if (tmp->type == PLAYER)
3596 { 3188 {
3626 if (pl->type != PLAYER) 3218 if (pl->type != PLAYER)
3627 { 3219 {
3628 LOG (llevError, "player_can_view() called for non-player object\n"); 3220 LOG (llevError, "player_can_view() called for non-player object\n");
3629 return -1; 3221 return -1;
3630 } 3222 }
3223
3631 if (!pl || !op) 3224 if (!pl || !op)
3632 return 0; 3225 return 0;
3633 3226
3634 if (op->head)
3635 {
3636 op = op->head; 3227 op = op->head_ ();
3637 } 3228
3638 get_rangevector (pl, op, &rv, 0x1); 3229 get_rangevector (pl, op, &rv, 0x1);
3639 3230
3640 /* starting with the 'head' part, lets loop 3231 /* starting with the 'head' part, lets loop
3641 * through the object and find if it has any 3232 * through the object and find if it has any
3642 * part that is in the los array but isnt on 3233 * part that is in the los array but isnt on
3650 3241
3651 /* only the viewable area the player sees is updated by LOS 3242 /* only the viewable area the player sees is updated by LOS
3652 * code, so we need to restrict ourselves to that range of values 3243 * code, so we need to restrict ourselves to that range of values
3653 * for any meaningful values. 3244 * for any meaningful values.
3654 */ 3245 */
3655 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3246 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3656 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3247 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3657 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3248 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3658 return 1; 3249 return 1;
3659 op = op->more; 3250 op = op->more;
3660 } 3251 }
3661 return 0; 3252 return 0;
3662} 3253}
3759 char buf[MAX_BUF]; /* tmp. string buffer */ 3350 char buf[MAX_BUF]; /* tmp. string buffer */
3760 int i = 0, j = 0; 3351 int i = 0, j = 0;
3761 3352
3762 /* get the appropriate treasurelist */ 3353 /* get the appropriate treasurelist */
3763 if (atnr == ATNR_FIRE) 3354 if (atnr == ATNR_FIRE)
3764 trlist = find_treasurelist ("dragon_ability_fire"); 3355 trlist = treasurelist::find ("dragon_ability_fire");
3765 else if (atnr == ATNR_COLD) 3356 else if (atnr == ATNR_COLD)
3766 trlist = find_treasurelist ("dragon_ability_cold"); 3357 trlist = treasurelist::find ("dragon_ability_cold");
3767 else if (atnr == ATNR_ELECTRICITY) 3358 else if (atnr == ATNR_ELECTRICITY)
3768 trlist = find_treasurelist ("dragon_ability_elec"); 3359 trlist = treasurelist::find ("dragon_ability_elec");
3769 else if (atnr == ATNR_POISON) 3360 else if (atnr == ATNR_POISON)
3770 trlist = find_treasurelist ("dragon_ability_poison"); 3361 trlist = treasurelist::find ("dragon_ability_poison");
3771 3362
3772 if (trlist == NULL || who->type != PLAYER) 3363 if (trlist == NULL || who->type != PLAYER)
3773 return; 3364 return;
3774 3365
3775 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3366 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3776 3367
3777 if (tr == NULL || tr->item == NULL) 3368 if (!tr || !tr->item)
3778 { 3369 {
3779 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3370 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3780 return; 3371 return;
3781 } 3372 }
3782 3373
3848 { 3439 {
3849 /* forces in the treasurelist can alter the player's stats */ 3440 /* forces in the treasurelist can alter the player's stats */
3850 object *skin; 3441 object *skin;
3851 3442
3852 /* first get the dragon skin force */ 3443 /* first get the dragon skin force */
3444 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); 3445 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3446 ;
3447
3854 if (skin == NULL) 3448 if (!skin)
3855 return; 3449 return;
3856 3450
3857 /* adding new spellpath attunements */ 3451 /* adding new spellpath attunements */
3858 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3452 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3859 { 3453 {
3904 * not readied. 3498 * not readied.
3905 */ 3499 */
3906void 3500void
3907player_unready_range_ob (player *pl, object *ob) 3501player_unready_range_ob (player *pl, object *ob)
3908{ 3502{
3909 rangetype i;
3910
3911 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3503 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3912 {
3913 if (pl->ranges[i] == ob) 3504 if (pl->ranges[i] == ob)
3914 { 3505 {
3915 pl->ranges[i] = NULL; 3506 pl->ranges[i] = 0;
3916 if (pl->shoottype == i) 3507 if (pl->shoottype == i)
3917 {
3918 pl->shoottype = range_none; 3508 pl->shoottype = range_none;
3919 }
3920 } 3509 }
3921 }
3922} 3510}
3511
3512sint8
3513player::visibility_at (maptile *map, int x, int y) const
3514{
3515 if (!ns)
3516 return 0;
3517
3518 int dx, dy;
3519 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3520 return 0;
3521
3522 x += dx - ns->current_x + ns->mapx / 2;
3523 y += dy - ns->current_y + ns->mapy / 2;
3524
3525 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3526 return 0;
3527
3528 return 100 - blocked_los [x][y];
3529}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines