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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.119 by root, Tue May 1 05:48:20 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#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 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);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 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);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 if (size > 0)
159 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
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
173 size += strlen (buf); 144 size += strlen (buf);
174 } 145 }
175 } 146 }
176 147
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 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);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180}
181
182int
183playername_ok (const char *cp)
184{
185 /* Don't allow - or _ as first character in the name */
186 if (*cp == '-' || *cp == '_')
187 return 0;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193}
194
195/* This no longer sets the player map. Also, it now updates
196 * all the pointers so the caller doesn't need to do that.
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211
212 /* Clears basically the entire player structure except
213 * for next and socket.
214 */
215 p->clear ();
216
217 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point.
219 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice;
224 p->Swap_First = -1;
225
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
231
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10;
250 p->last_speed = -1;
251 p->shoottype = range_none;
252 p->bowtype = bow_normal;
253 p->petmode = pet_normal;
254 p->listening = 10;
255 p->usekeys = containers;
256 p->last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */
258 p->do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266
267 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start
270 * at zero.
271 */
272 for (i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277
278 for (i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1;
280
281 p->last_stats.exp = -1;
282 p->last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 151}
289 152
290/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
291static void 154static void
292set_first_map (object *op) 155set_first_map (object *op)
293{ 156{
294 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
295 op->x = -1; 158 op->x = -1;
296 op->y = -1; 159 op->y = -1;
297 enter_exit (op, NULL);
298} 160}
299 161
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 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this);
210}
211
212// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings
214void
215player::connect (client *ns)
216{
217 this->ns = ns;
218 ns->pl = this;
219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
224 ns->update_look = 0;
225 ns->look_position = 0;
226
227 clear_los (ob);
228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob))
244 {
245 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249
250 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force)
253 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force)
255 skin = tmp;
256
257 set_dragon_name (ob, abil, skin);
258 }
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
299}
300
301// the need for this function can be explained
302// by load_object not returning the object
303void
304player::set_object (object *op)
305{
306 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */
308
309 ob->speed_left = 0.5;
310 ob->speed = 1.0;
311 ob->direction = 5; /* So player faces south */
312}
313
314player::player ()
315{
316 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point.
318 */
319 outputs_sync = 4;
320 outputs_count = 4;
321 unapply = unapply_nochoice;
322
323 savebed_map = first_map_path; /* Init. respawn position */
324
325 gen_sp_armour = 10;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346}
347
348player::~player ()
349{
350 /* Clear item stack */
351 free (stack_items);
352}
353
300/* Tries to add player on the connection passwd in ns. 354/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 355 * All we can really get in this is some settings like host and display
302 * mode. 356 * mode.
303 */ 357 */
304 358player *
305int 359player::create ()
306add_player (client_socket *ns)
307{ 360{
308 player *p = new player; 361 player *pl = new player;
309 362
310 p->socket = ns; 363 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 364
313 p->next = first_player; 365 pl->ob->roll_stats ();
314 first_player = p; 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
315 368
316 p = get_player (p);
317
318 set_first_map (p->ob); 369 set_first_map (pl->ob);
319 370
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 371 return pl;
328} 372}
329 373
330/* 374/*
331 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
341 { 385 {
342 if (at == NULL || at->next == NULL) 386 if (at == NULL || at->next == NULL)
343 at = first_archetype; 387 at = first_archetype;
344 else 388 else
345 at = at->next; 389 at = at->next;
390
346 if (at->clone.type == PLAYER) 391 if (at->clone.type == PLAYER)
347 return at; 392 return at;
393
348 if (at == start) 394 if (at == start)
349 { 395 {
350 LOG (llevError, "No Player archetypes\n"); 396 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 397 exit (-1);
352 } 398 }
353 } 399 }
354} 400}
355 401
356
357object * 402object *
358get_nearest_player (object *mon) 403get_nearest_player (object *mon)
359{ 404{
360 object *op = NULL; 405 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 406 objectlink *ol;
363 unsigned lastdist; 407 unsigned lastdist;
364 rv_vector rv; 408 rv_vector rv;
365 409
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
367 { 411 {
368 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
369 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
370 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
371 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
375 object *tmp = ol->ob; 419 object *tmp = ol->ob;
376 420
377 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
378 * itself will have been cleared. 422 * itself will have been cleared.
379 */ 423 */
380 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
381 ol = ol->next; 426 ol = ol->next;
382 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
383 if (!ol) 428 if (!ol)
384 return op; 429 return op;
385 } 430 }
398 { 443 {
399 op = ol->ob; 444 op = ol->ob;
400 lastdist = rv.distance; 445 lastdist = rv.distance;
401 } 446 }
402 } 447 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 448
404 { 449 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
409 { 452 {
410 op = pl->ob; 453 op = pl->ob;
411 lastdist = rv.distance; 454 lastdist = rv.distance;
412 } 455 }
413 } 456
414 }
415#if 0 457#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 459#endif
418 return op; 460 return op;
419} 461}
437 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 480 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 481 * is probably not a good thing.
440 */ 482 */
441#define MAX_SPACES 50 483#define MAX_SPACES 50
442
443 484
444/* 485/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 487 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 488 * player and if path is blocked then see if blockage is close enough to player that
478 x = mon->x; 519 x = mon->x;
479 y = mon->y; 520 y = mon->y;
480 m = mon->map; 521 m = mon->map;
481 dir = rv.direction; 522 dir = rv.direction;
482 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
483 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
484 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
485 if (diff > max) 527 if (diff > max)
486 return 0; 528 return 0;
529
487 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
488 { 531 {
489 lastx = x; 532 lastx = x;
490 lasty = y; 533 lasty = y;
491 lastmap = m; 534 lastmap = m;
573 max--; 616 max--;
574 lastdir = dir; 617 lastdir = dir;
575 if (!firstdir) 618 if (!firstdir)
576 firstdir = dir; 619 firstdir = dir;
577 } 620 }
621
578 if (diff <= 1) 622 if (diff <= 1)
579 { 623 {
580 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
581 * headed toward player for entire distance. 625 * headed toward player for entire distance.
582 */ 626 */
583 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
584 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
585 } 629 }
630
586 if (diff > max) 631 if (diff > max)
587 return 0; 632 return 0;
588 } 633 }
634
589 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
590 if (!max) 636 if (!max)
591 return 0; 637 return 0;
592 638
593 return firstdir; 639 return firstdir;
686 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
687 link_player_skills (pl); 733 link_player_skills (pl);
688} 734}
689 735
690void 736void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
775{ 738{
776 if (party == NULL) 739 if (party == NULL)
777 { 740 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 742 return;
780 } 743 }
744
781 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 749}
786
787 750
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 752static int
790roll_stat (void) 753roll_stat (void)
791{ 754{
792 int a[4], i, j, k; 755 int a[4], i, j, k;
793 756
794 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
795 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
796 759
797 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 761 if (a[i] < k)
799 k = a[i], j = i; 762 k = a[i], j = i;
800 763
801 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 765 if (i != j)
804 k += a[i]; 766 k += a[i];
805 } 767
806 return k; 768 return k;
807} 769}
808 770
809void 771void
810roll_stats (object *op) 772object::roll_stats ()
811{ 773{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 774 int statsort [7];
815 775
816 do 776 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 777 {
827 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
828 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
829 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 788
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 789 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
862 796
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 797 stats.exp = 0;
874 op->stats.ac = 0; 798 stats.ac = 0;
875 799
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 800 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
884 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
885} 812}
886 813
887void 814void
888Roll_Again (object *op) 815object::swap_stats (int a, int b)
889{ 816{
890 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 819 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 820
895void 821 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849}
850
851static void
852start_info (object *op)
897{ 853{
898 signed char tmp;
899 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
900 855
901 if (op->contr->Swap_First == -1) 856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 860}
1016 861
1017/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1021 * not the class. 866 * not the class.
1022 */ 867 */
1023 868void
1024int 869player::chargen_race_done ()
1025key_change_class (object *op, char key)
1026{ 870{
1027 int tmp_loop;
1028
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D')
1036 {
1037 char buf[MAX_BUF];
1038
1039 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
1040 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1041 873
1042 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
1043 if (tl) 875 if (tl)
1044 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
1045 877
1046 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
1048 880
1049 op->contr->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
1050 882
1051 if (op->msg) 883 if (ob->msg)
1052 op->msg = NULL; 884 ob->msg = 0;
1053 885
1054 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
1055 * to save here. 887 * to save here.
1056 */ 888 */
889 {
890 char buf[MAX_BUF];
1057 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1058 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
1059 894
1060#ifdef AUTOSAVE
1061 op->contr->last_save_tick = pticks;
1062#endif
1063 start_info (op); 895 start_info (ob);
1064 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
1066 link_player_skills (op); 898 link_player_skills (ob);
1067 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
1068 fix_player (op); 900 ob->update_stats ();
1069 901
1070 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
1071 * is one for this race 903 * is one for this race
1072 */ 904 */
1073 if (*first_map_ext_path) 905 if (*first_map_ext_path)
1074 { 906 {
1075 object *tmp; 907 object *tmp;
1076 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
1077 909
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
1079 tmp = object::create (); 911 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
1082 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
1085 * default initial map */ 917 * default initial map */
1086 tmp->destroy (); 918 tmp->destroy ();
1087 } 919 }
1088 else 920 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 922}
1092 return 0;
1093 }
1094 923
924void
925player::chargen_race_next ()
926{
1095 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
1097 */ 929 */
1098 930
1099 tmp_loop = 0; 931 do
1100 while (!tmp_loop)
1101 { 932 {
1102 shstr name = op->name; 933 shstr name = ob->name;
1103 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
1104 935
1105 remove_statbonus (op); 936 ob->remove_statbonus ();
1106 op->remove (); 937 ob->remove ();
1107 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
1108 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
1109 op->instantiate (); 940 ob->instantiate ();
1110 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
1111 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
1112 op->x = x; 943 ob->x = x;
1113 op->y = y; 944 ob->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
1116 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
1117 add_statbonus (op); 948 ob->add_statbonus ();
1118 tmp_loop = allowed_class (op);
1119 } 949 }
950 while (!allowed_class (ob));
1120 951
1121 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
1123 fix_player (op); 954 ob->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
1126 op->stats.grace = 0; 957 ob->stats.grace = 0;
1127
1128 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1;
1182} 958}
1183 959
1184void 960void
1185flee_player (object *op) 961flee_player (object *op)
1186{ 962{
1216 { 992 {
1217 op->enemy = NULL; 993 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 995 return;
1220 } 996 }
997
1221 get_rangevector (op, op->enemy, &rv, 0); 998 get_rangevector (op, op->enemy, &rv, 0);
1222 999
1223 dir = absdir (4 + rv.direction); 1000 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1001 for (diff = 0; diff < 3; diff++)
1225 { 1002 {
1226 int m = 1 - (RANDOM () & 2); 1003 int m = 1 - (RANDOM () & 2);
1227 1004
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1005 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1006 return;
1231 }
1232 } 1007 }
1008
1233 /* Cornered, get rid of scared */ 1009 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1011 op->enemy = NULL;
1236} 1012}
1237 1013
1243int 1019int
1244check_pick (object *op) 1020check_pick (object *op)
1245{ 1021{
1246 object *tmp, *next; 1022 object *tmp, *next;
1247 int stop = 0; 1023 int stop = 0;
1248 int j, k, wvratio; 1024 int wvratio;
1249 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1250 1026
1251 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1252 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1253 return 1; 1029 return 1;
1254 1030
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1101 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1106 }
1107
1359 /* philosophy: 1108 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1109 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1110 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1112 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1113 * example.
1365 * The drawback: right now it has no frontend, so you need to 1114 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1115 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1618 * found object is returned. 1367 * found object is returned.
1619 */ 1368 */
1620object * 1369object *
1621find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1622{ 1371{
1623 object *tmp = NULL; 1372 object *tmp = 0;
1624 1373
1625 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1626 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1627 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1628 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1629 return op; 1378 return op;
1379
1630 return tmp; 1380 return tmp;
1631} 1381}
1632 1382
1633/* 1383/*
1634 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1635 * against the target. A full test is not performed, simply a basic test 1385 * against the target. A full test is not performed, simply a basic test
1636 * of resistances. The archer is making a quick guess at what he sees down 1386 * of resistances. The archer is making a quick guess at what he sees down
1637 * the hall. Failing that it does it's best to pick the highest plus arrow. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1638 */ 1388 */
1639
1640object * 1389object *
1641find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1642{ 1391{
1643 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1644 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1710 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1711 * op = the shooter 1460 * op = the shooter
1712 * type = bow->race 1461 * type = bow->race
1713 * dir = fire direction 1462 * dir = fire direction
1714 */ 1463 */
1715
1716object * 1464object *
1717pick_arrow_target (object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1718{ 1466{
1719 object *tmp = NULL; 1467 object *tmp = NULL;
1720 maptile *m; 1468 maptile *m;
1793 if (!dir) 1541 if (!dir)
1794 { 1542 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1544 return 0;
1797 } 1545 }
1546
1798 if (op->type == PLAYER) 1547 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1548 bow = op->contr->ranged_ob;
1800 else 1549 else
1801 { 1550 {
1802 for (bow = op->inv; bow; bow = bow->below) 1551 for (bow = op->inv; bow; bow = bow->below)
1803 /* Don't check for applied - monsters don't apply bows - in that way, they 1552 /* Don't check for applied - monsters don't apply bows - in that way, they
1804 * don't need to switch back and forth between bows and weapons. 1553 * don't need to switch back and forth between bows and weapons.
1809 if (!bow) 1558 if (!bow)
1810 { 1559 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1560 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1561 return 0;
1813 } 1562 }
1563
1564 // optimisation: move object to top so we will find it quickly again
1565 if (bow->below)
1566 {
1567 bow->remove ();
1568 op->insert (bow);
1569 }
1570
1814 } 1571 }
1572
1815 if (!bow->race || !bow->skill) 1573 if (!bow->race || !bow->skill)
1816 { 1574 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1575 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1576 return 0;
1819 } 1577 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1579 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1580
1823 /* penalize ROF for bestarrow */ 1581 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1582 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1583 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1584
1826 if (bowspeed < 1) 1585 if (bowspeed < 1)
1827 bowspeed = 1; 1586 bowspeed = 1;
1828 1587
1829 if (arrow == NULL) 1588 if (arrow == NULL)
1830 { 1589 {
1833 if (op->type == PLAYER) 1592 if (op->type == PLAYER)
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1835 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1594 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1836 else 1595 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1596 CLEAR_FLAG (op, FLAG_READY_BOW);
1597
1838 return 0; 1598 return 0;
1839 } 1599 }
1840 } 1600 }
1601
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1604 return 0;
1845 } 1605
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1607 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1608 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1609 return 0;
1850 } 1610 }
1856 return 0; 1616 return 0;
1857 } 1617 }
1858 1618
1859 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1621 if (!arrow)
1862 { 1622 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1624 return 0;
1865 } 1625 }
1626
1866 arrow->set_owner (op); 1627 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1629 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1630
1873 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1874 { 1632 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1634 op->update_stats ();
1877 } 1635 }
1878 1636
1879 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1638
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1882 arrow->stats.grace = arrow->attacktype; 1641 arrow->stats.grace = arrow->attacktype;
1642
1883 if (arrow->slaying != NULL) 1643 if (arrow->slaying)
1884 arrow->spellarg = strdup (arrow->slaying); 1644 arrow->spellarg = strdup (arrow->slaying);
1885 1645
1886 /* Note that this was different for monsters - they got their level 1646 arrow->stats.dam += op->stats.dam + arrow->magic;
1887 * added to the damage. I think the strength bonus is more proper.
1888 */
1889
1890 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1891 1647
1892 /* update the speed */ 1648 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1649 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1650 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1651
1896 if (arrow->speed < 1.0) 1652 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1900 1654
1655 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1901 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1902 { 1658 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1904 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1905 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1906
1907 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1908 } 1664 }
1909 else 1665 else
1910 { 1666 {
1911 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1912 arrow->level = op->level; 1667 arrow->level = op->level;
1913 } 1668 arrow->stats.wc -= bow->magic;
1914 1669
1915 if (arrow->attacktype == AT_PHYSICAL) 1670 if (!arrow->slaying)
1671 arrow->slaying = bow->slaying;
1672 }
1673
1674 arrow->stats.wc -= arrow->level;
1675
1916 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1917 1677
1918 if (bow->slaying != NULL)
1919 arrow->slaying = bow->slaying;
1920
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1680
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1682 m->insert (arrow, sx, sy, op);
1927 1683
1928 if (!arrow->destroyed ()) 1684 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1685 move_arrow (arrow);
1930 1686
1931 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1951{ 1707{
1952 int ret = 0, wcmod = 0; 1708 int ret = 0, wcmod = 0;
1953 1709
1954 if (op->contr->bowtype == bow_bestarrow) 1710 if (op->contr->bowtype == bow_bestarrow)
1955 { 1711 {
1956 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1957 } 1713 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1715 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1717 wcmod = -1;
1718
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1720 }
1964 else if (op->contr->bowtype == bow_threewide) 1721 else if (op->contr->bowtype == bow_threewide)
1965 { 1722 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1723 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1987 * Broken apart from 'fire' to keep it more readable. 1744 * Broken apart from 'fire' to keep it more readable.
1988 */ 1745 */
1989void 1746void
1990fire_misc_object (object *op, int dir) 1747fire_misc_object (object *op, int dir)
1991{ 1748{
1992 object *item; 1749 object *item = op->contr->ranged_ob;
1993 1750
1994 if (!op->contr->ranges[range_misc]) 1751 if (!item)
1995 { 1752 {
1996 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1997 return; 1754 return;
1998 } 1755 }
1999 1756
2000 item = op->contr->ranges[range_misc];
2001 if (!item->inv) 1757 if (!item->inv)
2002 { 1758 {
2003 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2004 return; 1760 return;
2005 } 1761 }
1762
2006 if (item->type == WAND) 1763 if (item->type == WAND)
2007 { 1764 {
2008 if (item->stats.food <= 0) 1765 if (item->stats.food <= 0)
2009 { 1766 {
2010 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2036 1793
2037 if (item->arch) 1794 if (item->arch)
2038 { 1795 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1796 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1797 item->face = item->arch->clone.face;
2041 item->speed = 0; 1798 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1799 }
1800
2044 if ((tmp = is_player_inv (item))) 1801 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1802 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1803 }
2047 } 1804 }
2048 else if (item->type == ROD || item->type == HORN) 1805 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1806 drain_rod_charge (item);
2051 }
2052 } 1807 }
2053} 1808}
2054 1809
2055/* Received a fire command for the player - go and do it. 1810/* Received a fire command for the player - go and do it.
2056 */ 1811 */
2061 1816
2062 /* check for loss of invisiblity/hide */ 1817 /* check for loss of invisiblity/hide */
2063 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
2064 make_visible (op); 1819 make_visible (op);
2065 1820
2066 switch (op->contr->shoottype) 1821 player *pl = op->contr;
1822
1823 if (pl->golem)
2067 { 1824 {
2068 case range_none: 1825 control_golem (op->contr->golem, dir);
2069 return; 1826 return;
1827 }
2070 1828
2071 case range_bow: 1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return;
1833
1834 switch (ob->type)
1835 {
1836 case BOW:
2072 player_fire_bow (op, dir); 1837 player_fire_bow (op, dir);
2073 return; 1838 break;
2074 1839
2075 case range_magic: /* Casting spells */ 1840 case SPELL:
2076 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1841 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
2077 return; 1842 break;
2078 1843
2079 case range_misc: 1844 case BUILDER:
1845 apply_map_builder (op, dir);
1846 break;
1847
1848 case SKILL:
1849 case SKILL_TOOL:
1850 do_skill (op, op, ob, dir, 0);
1851 break;
1852
1853 default:
2080 fire_misc_object (op, dir); 1854 fire_misc_object (op, dir);
2081 return; 1855 break;
2082
2083 case range_golem: /* Control summoned monsters from scrolls */
2084 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2085 {
2086 op->contr->ranges[range_golem] = 0;
2087 op->contr->shoottype = range_none;
2088 }
2089 else
2090 control_golem (op->contr->ranges[range_golem], dir);
2091 return;
2092
2093 case range_skill:
2094 if (!op->chosen_skill)
2095 {
2096 if (op->type == PLAYER)
2097 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2098 return;
2099 }
2100 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
2101 return;
2102 case range_builder:
2103 apply_map_builder (op, dir);
2104 return;
2105 default:
2106 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2107 return;
2108 } 1856 }
2109} 1857}
2110
2111
2112 1858
2113/* find_key 1859/* find_key
2114 * We try to find a key for the door as passed. If we find a key 1860 * We try to find a key for the door as passed. If we find a key
2115 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
2116 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
2118 * pl is the player, 1864 * pl is the player,
2119 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
2120 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
2121 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
2122 */ 1868 */
2123
2124object * 1869object *
2125find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
2126{ 1871{
2127 object *tmp, *key; 1872 object *tmp, *key;
2128 1873
2129 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
2130 if (container->inv == NULL) 1875 if (!container->inv)
2131 return NULL; 1876 return 0;
2132 1877
2133 /* First, lets try to find a key in the top level inventory */ 1878 /* First, lets try to find a key in the top level inventory */
2134 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
2135 { 1880 {
2136 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
2137 break; 1882 break;
2138 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
2139 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
2140 */ 1885 */
2141 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2142 break; 1887 break;
2143 } 1888 }
1889
2144 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
2145 /* If we find and use a key in an inventory, return at that time. 1891 /* If we find and use a key in an inventory, return at that time.
2146 * otherwise, if we search all the inventories and still don't find 1892 * otherwise, if we search all the inventories and still don't find
2147 * a key, return 1893 * a key, return
2148 */ 1894 */
2149 if (!tmp) 1895 if (!tmp)
2150 { 1896 {
2151 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2152 { 1898 {
2153 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
2154 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
2155 { 1901 {
2156 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
2157 return key; 1903 return key;
2158 } 1904 }
2159 } 1905 }
1906
2160 if (!tmp) 1907 if (!tmp)
2161 return NULL; 1908 return NULL;
2162 } 1909 }
1910
2163 /* We get down here if we have found a key. Now if its in a container, 1911 /* We get down here if we have found a key. Now if its in a container,
2164 * see if we actually want to use it 1912 * see if we actually want to use it
2165 */ 1913 */
2166 if (pl != container) 1914 if (pl != container)
2167 { 1915 {
2188 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2189 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2190 return NULL; 1938 return NULL;
2191 } 1939 }
2192 } 1940 }
1941
2193 return tmp; 1942 return tmp;
2194} 1943}
2195 1944
2196/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
2197 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
2199 * 0 otherwise 1948 * 0 otherwise
2200 */ 1949 */
2201static int 1950static int
2202player_attack_door (object *op, object *door) 1951player_attack_door (object *op, object *door)
2203{ 1952{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1953 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1954 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1955 * otherwise, we fall through to the rest of the code.
2208 */ 1956 */
2209 object *key = find_key (op, op, door); 1957 object *key = find_key (op, op, door);
2212 if (key) 1960 if (key)
2213 { 1961 {
2214 object *container = key->env; 1962 object *container = key->env;
2215 1963
2216 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1964 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1965
2217 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2218 make_visible (op); 1967 make_visible (op);
1968
2219 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2220 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
2221 if (door->type == DOOR) 1972 if (door->type == DOOR)
2222 {
2223 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1973 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2224 }
2225 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2226 { 1975 {
2227 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1976 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2228 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
2229 } 1978 }
1979
2230 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2231 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2232 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
2233 if (container != op) 1983 if (container != op)
2234 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
2235 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2236 } 1987 }
2237 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2238 { 1989 {
2239 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2240 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2241 return 1; 1992 return 1;
2242 } 1993 }
1994
2243 return 0; 1995 return 0;
2244} 1996}
2245 1997
2246/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2247 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2000 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2001 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2002 * going to try and move (not fire weapons).
2251 */ 2003 */
2252
2253void 2004void
2254move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2255{ 2006{
2256 object *tmp, *mon; 2007 object *tmp, *mon;
2257 sint16 nx, ny;
2258 int on_battleground; 2008 int on_battleground;
2259 maptile *m; 2009 maptile *m;
2260 2010
2261 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2263 2013
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2265 2015
2266 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2274 */ 2024 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2026 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2028 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2280 if (!m) 2030 if (!m)
2281 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2282 } 2032 }
2283 else 2033 else
2284 m = op->map; 2034 m = op->map;
2285 2035
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2037 return;
2290 }
2291 2038
2292 mon = NULL; 2039 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2040 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2041 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2042 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2043 * on the space
2297 */ 2044 */
2298 while (tmp != NULL) 2045 while (tmp)
2299 { 2046 {
2300 if (tmp == op) 2047 if (tmp == op)
2301 { 2048 {
2302 tmp = tmp->above; 2049 tmp = tmp->above;
2303 continue; 2050 continue;
2313 mon = tmp; 2060 mon = tmp;
2314 2061
2315 tmp = tmp->above; 2062 tmp = tmp->above;
2316 } 2063 }
2317 2064
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2066 return; /* into a wall */
2320 2067
2321 if (mon->head != NULL) 2068 if (mon->head)
2322 mon = mon->head; 2069 mon = mon->head;
2323 2070
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2326 return; 2073 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2096 {
2350 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2098 if (op->contr->braced)
2352 return; 2099 return;
2100
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2104 make_visible (op);
2105
2357 return; 2106 return;
2358 } 2107 }
2359 2108
2360 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2112 * attack them either.
2364 */ 2113 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2117 (op->contr->peaceful
2369 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2370 && mon->contr-> 2119 && mon->contr->
2371 peaceful)) && 2120 peaceful)) &&
2372#else 2121#else
2373 op->contr->peaceful && 2122 op->contr->peaceful &&
2374#endif 2123#endif
2375 !on_battleground)) 2124 !on_battleground))
2376 { 2125 {
2377 if (!op->contr->braced) 2126 if (!op->contr->braced)
2378 { 2127 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2381 } 2130 }
2382 else 2131 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2133
2386 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2135 make_visible (op);
2388 } 2136 }
2389 2137
2390 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2149 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2151 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2152 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2153 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2156 {
2410 2157
2411 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2166
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2168 }
2422 2169
2423 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2424 2171
2425 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2175 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2178 {
2432 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2433 2180
2434 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2437 } 2184 }
2185
2438 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2439 make_visible (op); 2187 make_visible (op);
2440 } 2188 }
2441 } /* if player should attack something */ 2189 } /* if player should attack something */
2442} 2190}
2444int 2192int
2445move_player (object *op, int dir) 2193move_player (object *op, int dir)
2446{ 2194{
2447 int pick; 2195 int pick;
2448 2196
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2198 return 0;
2451 2199
2452 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2454 { 2202 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2204 return 0;
2457 } 2205 }
2458 2206
2459 /* peterm: added following line */ 2207 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2462 2210
2463 op->facing = dir; 2211 op->facing = dir;
2464 2212
2465 if (op->hide) 2213 if (op->hide)
2466 do_hidden_move (op); 2214 do_hidden_move (op);
2477 2225
2478 /* Add special check for newcs players and fire on - this way, the 2226 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2227 * server can handle repeat firing.
2480 */ 2228 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2230 op->direction = dir;
2484 }
2485 else 2231 else
2486 {
2487 op->direction = 0; 2232 op->direction = 0;
2488 } 2233
2489 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2236 * for players.
2492 */ 2237 */
2493 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2502 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2503 */ 2248 */
2504int 2249int
2505handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2506{ 2251{
2507 if (op->contr->hidden)
2508 {
2509 op->invisible = 1000;
2510 /* the socket code flashes the player visible/invisible
2511 * depending on the value of invisible, so we need to
2512 * alternate it here for it to work correctly.
2513 */
2514 if (pticks & 2)
2515 op->invisible--;
2516 }
2517 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2518 {
2519 op->invisible--;
2520 if (!op->invisible)
2521 {
2522 make_visible (op);
2523 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2524 }
2525 }
2526
2527 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2528 { 2253 {
2529 flee_player (op); 2254 flee_player (op);
2530 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2531 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2532 { 2257 {
2533 op->speed_left--; 2258 op->speed_left--;
2534 return 0; 2259 return 0;
2535 } 2260 }
2536 } 2261 }
2537
2538 /* I've been seeing crashes where the golem has been destroyed, but
2539 * the player object still points to the defunct golem. The code that
2540 * destroys the golem looks correct, and it doesn't always happen, so
2541 * put this in a a workaround to clean up the golem pointer.
2542 */
2543 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2544 op->contr->ranges[range_golem] = 0;
2545 2262
2546 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2265 * called, so we recheck it here.
2549 */ 2266 */
2550 HandleClient (op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2551 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2552 return 0; 2271 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2273 {
2556 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2275 op->speed_left--;
2558 2276
2559 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2562 */ 2280 */
2563 move_player (op, op->direction); 2281 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2282
2565 return 1; 2283 return op->speed_left > 0;
2566 else 2284 }
2567 return 0;
2568 } 2285 }
2569 2286
2570 return 0; 2287 return 0;
2571} 2288}
2572 2289
2592 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2593 2310
2594 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2595 op->stats.food = 999; 2312 op->stats.food = 999;
2596 2313
2597 fix_player (op); 2314 op->update_stats ();
2598 return 1; 2315 return 1;
2599 } 2316 }
2600 2317
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2610 * from. 2327 * from.
2611 */ 2328 */
2612void 2329void
2613remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2614{ 2331{
2615 object *next;
2616
2617 while (op) 2332 while (op)
2618 { 2333 {
2619 next = op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2335
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2337 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2630 } 2342 }
2631 else if (op->inv) 2343 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2633 2345
2634 op = next; 2346 op = next;
2635 } 2347 }
2636} 2348}
2637
2638 2349
2639/* 2350/*
2640 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2388 strcat (buf2, buf);
2678 2389
2679 return buf2; 2390 return buf2;
2680} 2391}
2681
2682
2683 2392
2684void 2393void
2685do_some_living (object *op) 2394do_some_living (object *op)
2686{ 2395{
2687 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2693 int rate_grace = 2000; 2402 int rate_grace = 2000;
2694 const int max_hp = 1; 2403 const int max_hp = 1;
2695 const int max_sp = 1; 2404 const int max_sp = 1;
2696 const int max_grace = 1; 2405 const int max_grace = 1;
2697 2406
2698 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2699 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2704 2425
2705 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2706 { 2427 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2432 else
2713 { 2433 {
2714 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2436 }
2437
2717 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2440 else
2720 { 2441 {
2721 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2444 }
2445
2724 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2448 else
2727 { 2449 {
2728 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2729 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2730 } 2452 }
2731 2453
2732 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2733 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2734 { 2456 {
2735 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2736 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2737 { 2459 {
2738 op->stats.sp++; 2460 op->stats.sp++;
2744 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2468 op->stats.food = last_food;
2747 } 2469 }
2748 } 2470 }
2471
2749 if (max_sp > 1) 2472 if (max_sp > 1)
2750 { 2473 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2475 if (over_sp > 0)
2753 { 2476 {
2754 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2755 { 2478 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2482 op->stats.sp--;
2483
2759 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2761 } 2486 }
2762 op->last_sp = 0; 2487 op->last_sp = 0;
2763 } 2488 }
2764 else 2489 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2491 }
2769 else 2492 else
2770 {
2771 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);
2772 }
2773 } 2494 }
2774 2495
2775 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2778 { 2499 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2781 if (max_grace > 1) 2503 if (max_grace > 1)
2782 { 2504 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2506 if (over_grace > 0)
2785 { 2507 {
2813 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2537 op->stats.food = last_food;
2816 } 2538 }
2817 } 2539 }
2540
2818 if (max_hp > 1) 2541 if (max_hp > 1)
2819 { 2542 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2544 if (over_hp > 0)
2822 { 2545 {
2846 2569
2847 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2572 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2851 /* dms do not consume food */ 2575 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2577 op->stats.food--;
2854 } 2578 }
2855 }
2856 2579
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2581 {
2859 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2860 2583
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2585 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2593 break;
2871 } 2594 }
2872 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2873 flesh = tmp; 2596 flesh = tmp;
2874 } /* End if paid for object */ 2597 } /* End if paid for object */
2875 } /* end of for loop */ 2598 } /* end of for loop */
2599
2876 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2601 * eat flesh instead.
2878 */ 2602 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2604 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2883 } 2607 }
2884 } /* end if player is starving */ 2608 }
2885 2609
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2888 2612
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2614 kill_player (op);
2615 }
2891} 2616}
2892
2893
2894 2617
2895/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2621 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2653
2931 /* restore player */ 2654 /* restore player */
2932 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2657 {
2936 tmp->destroy (); 2658 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2660 }
2939 2661
2940 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2664 {
2944 tmp->destroy (); 2665 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2667 }
2947 2668
2949 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2672 op->stats.food = 999;
2952 2673
2953 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2676 {
2957 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2678 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2682 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2965 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2686 }
2968 2687
2969 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2690 op->contr->braced = 0;
2976 2695
2977 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2978 2697
2979 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2980 { 2699 {
2981 if (op->contr->explore)
2982 {
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2985 op->stats.food = 999;
2986 return;
2987 }
2988 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2990 } 2702 }
2991 else 2703 else
2992 {
2993 if (op->contr->explore)
2994 {
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3001 } 2705
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2707
3004 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3005 x = op->x; 2709 x = op->x;
3006 y = op->y; 2710 y = op->y;
3007 map = op->map; 2711 map = op->map;
3008 2712
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
3015 */ 2716 */
3016 2717
3017 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2720 * of death.
3020 */ 2721 */
3021#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3023 { 2724 {
3024 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2727 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2730 little bit harder. */
3030 /* GD */ 2731 /* GD */
3031 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2733 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2734 else
3037 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3038 num_stats_lose = 1; 2738 num_stats_lose = 1;
3039 } 2739
3040 lost_a_stat = 0; 2740 lost_a_stat = 0;
3041 2741
3042 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3043 { 2743 {
3044 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3045 2745
3046 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3047 { 2747 {
3048 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2749 * what he lost.
3050 */ 2750 */
3051 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
3057 } 2769 }
3058 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3059 { 2772 {
3060 /* deplete a stat */ 2773 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3062 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3063 2776 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2777 {
3067 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3069 } 2780
3070 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2787 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2788 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2790 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2791 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2792 else
3112 if (this_stat >= -50)
3113 { 2793 {
3114 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2799 }
3120 } 2800 }
3121 } 2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
3122 } 2820 }
2821 }
2822 }
3123 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2824 if (!lost_a_stat)
3125 { 2825 {
3126 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3129 2829
3130 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2832 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2834 }
3135#else 2835#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2837#endif
3138 2838
3139 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2840 * exp loss on the stone.
3141 */ 2841 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2844 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3147 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); 2847 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);
3148 tmp->msg = buf; 2848 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2851
3152 /**************************************/ 2852 /**************************************/
3153 /* */ 2853 /* */
3154 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3157 /* */ 2857 /* */
3158 /**************************************/ 2858 /**************************************/
3159 2859
3160 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2861 /* restore player */
3162 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3164 2864
3165 if (tmp) 2865 if (tmp)
3166 { 2866 {
3167 tmp->destroy (); 2867 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2869 }
3170 2870
3171 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2873 if (tmp)
3174 { 2874 {
3175 tmp->destroy (); 2875 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2877 }
3178 2878
3179 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3180 2880
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3184 op->stats.food = 900; 2884 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2888
3189 /* 2889 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
3191 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3192 * in the map. 2892 */
3193 */
3194
3195 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3197 2894
3198 /****************************************/ 2895 /****************************************/
3199 /* */ 2896 /* */
3200 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3202 /* */ 2899 /* */
3203 /****************************************/ 2900 /****************************************/
3204 2901
3205 enter_player_savebed (op); 2902 enter_player_savebed (op);
3206 2903
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2904 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2905
3213 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2909 * on the space that might harm the player.
3217 */ 2910 */
3218 will_kill_again = 0; 2911 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3222 2915
3223 if (will_kill_again) 2916 if (will_kill_again)
3224 { 2917 {
3225 object *force; 2918 object *force;
3226 int at; 2919 int at;
3227 2920
3228 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2923 force->speed = 0.1;
3231 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2928 force->resist[at] = 100;
3236 2929
3237 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3238 fix_player (op); 2931 op->update_stats ();
3239 2932
3240 } 2933 }
3241 2934
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 2936}
3311
3312 2937
3313void 2938void
3314loot_object (object *op) 2939loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3317 2942
3318 if (op->container) 2943 op->close_container (); /* close open sack first */
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container);
3321 }
3322 2944
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3324 { 2946 {
3325 next = tmp->below; 2947 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3327 continue; 2950 continue;
2951
3328 tmp->remove (); 2952 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3330 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3332 loot_object (tmp); 2957
3333 }
3334 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3335 { 2959 {
3336 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3337 { 2961 {
3338 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3339 tmp2->destroy (); 2963 tmp2->destroy ();
3350/* 2974/*
3351 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3352 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3353 * was changed. 2977 * was changed.
3354 */ 2978 */
3355
3356void 2979void
3357fix_weight (void) 2980fix_weight (void)
3358{ 2981{
3359 player *pl; 2982 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 2983 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 2985
3365 if (old == sum) 2986 if (old == sum)
3366 continue; 2987 continue;
3367 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 2990 }
3370} 2991}
3371 2992
3372void 2993void
3373fix_luck (void) 2994fix_luck (void)
3374{ 2995{
3375 player *pl; 2996 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3380} 2999}
3381
3382 3000
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3386 */ 3004 */
3387
3388void 3005void
3389cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3390{ 3007{
3391 object *skop, *spob; 3008 object *skop, *spob;
3392 3009
3426 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3427 { 3044 {
3428 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3429 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3430 } 3047 }
3048
3431 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3432} 3050}
3433 3051
3434int 3052int
3435is_true_undead (object *op) 3053is_true_undead (object *op)
3436{ 3054{
3437 object *tmp = NULL;
3438
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3056 return 1;
3441 3057
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3058 return 0;
3448} 3059}
3449 3060
3450/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3507 3118
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3120
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3514 { 3124 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3126 make_visible (op);
3517 return; 3127 return;
3518 } 3128 }
3519 else 3129 else
3520 num += 20; 3130 num += 20;
3521 } 3131
3522 num += op->map->difficulty; 3132 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3134 num -= hide;
3135
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3137 {
3527 make_visible (op); 3138 make_visible (op);
3528 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3141 }
3531 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3144}
3536 3145
3537/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3538 3147
3539int 3148int
3566 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3567 continue; 3176 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3178 continue;
3570 3179
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3181 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3183 return 1;
3575 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3576 { 3185 {
3606 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3607 { 3216 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3218 return -1;
3610 } 3219 }
3220
3611 if (!pl || !op) 3221 if (!pl || !op)
3612 return 0; 3222 return 0;
3613 3223
3614 if (op->head)
3615 {
3616 op = op->head; 3224 op = op->head_ ();
3617 } 3225
3618 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3619 3227
3620 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3229 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3630 3238
3631 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3240 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3241 * for any meaningful values.
3634 */ 3242 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3246 return 1;
3639 op = op->more; 3247 op = op->more;
3640 } 3248 }
3641 return 0; 3249 return 0;
3642} 3250}
3739 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3740 int i = 0, j = 0; 3348 int i = 0, j = 0;
3741 3349
3742 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3743 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3744 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3745 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3746 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3747 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3748 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3749 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3750 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3751 3359
3752 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3753 return; 3361 return;
3754 3362
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3364
3757 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3758 { 3366 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3368 return;
3761 } 3369 }
3762 3370
3828 { 3436 {
3829 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3438 object *skin;
3831 3439
3832 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3834 if (skin == NULL) 3445 if (!skin)
3835 return; 3446 return;
3836 3447
3837 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3450 {
3884 * not readied. 3495 * not readied.
3885 */ 3496 */
3886void 3497void
3887player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3888{ 3499{
3889 rangetype i; 3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3890 3502
3891 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3503 if (pl->combat_ob == ob)
3892 { 3504 pl->combat_ob = 0;
3505
3893 if (pl->ranges[i] == ob) 3506 if (pl->ranged_ob == ob)
3894 { 3507 pl->ranged_ob = 0;
3895 pl->ranges[i] = NULL;
3896 if (pl->shoottype == i)
3897 {
3898 pl->shoottype = range_none;
3899 }
3900 }
3901 }
3902} 3508}
3509
3510sint8
3511player::visibility_at (maptile *map, int x, int y) const
3512{
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527}

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