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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.118 by root, Mon Apr 30 04:25:30 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 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
82 int comp; 45 int comp;
83 int size; 46 int size;
84 47
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 50 return;
89 } 51
90 motd[0] = '\0'; 52 motd[0] = '\0';
91 size = 0; 53 size = 0;
54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
59
96 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 61 size += strlen (buf);
98 } 62 }
63
99 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);
100 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
101} 66}
102 67
103void 68void
109 int comp; 74 int comp;
110 int size; 75 int size;
111 76
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 79 return;
116 } 80
117 rules[0] = '\0'; 81 rules[0] = '\0';
118 size = 0; 82 size = 0;
83
119 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
120 { 85 {
121 if (*buf == '#') 86 if (*buf == '#')
122 continue; 87 continue;
88
123 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
124 { 90 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 92 break;
127 } 93 }
94
128 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 96 size += strlen (buf);
130 } 97 }
98
131 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);
132 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
133} 101}
134 102
135void 103void
143 int size; 111 int size;
144 112
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 115 return;
116
148 news[0] = '\0'; 117 news[0] = '\0';
149 subject[0] = '\0'; 118 subject[0] = '\0';
150 size = 0; 119 size = 0;
120
151 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
152 { 122 {
153 if (*buf == '#') 123 if (*buf == '#')
154 continue; 124 continue;
125
155 if (*buf == '%') 126 if (*buf == '%')
156 { /* send one news */ 127 { /* send one news */
157 if (size > 0) 128 if (size > 0)
158 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
159 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
160 strip_endline (subject); 132 strip_endline (subject);
161 size = 0; 133 size = 0;
162 news[0] = '\0'; 134 news[0] = '\0';
163 } 135 }
172 size += strlen (buf); 144 size += strlen (buf);
173 } 145 }
174 } 146 }
175 147
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
179}
180
181int
182playername_ok (const char *cp)
183{
184 /* Don't allow - or _ as first character in the name */
185 if (*cp == '-' || *cp == '_')
186 return 0;
187
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192}
193
194/* This no longer sets the player map. Also, it now updates
195 * all the pointers so the caller doesn't need to do that.
196 * Caller is responsible for setting the correct map.
197 */
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210
211 /* Clears basically the entire player structure except
212 * for next and socket.
213 */
214 p->clear ();
215
216 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point.
218 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice;
223 p->Swap_First = -1;
224
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
230
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10;
249 p->last_speed = -1;
250 p->shoottype = range_none;
251 p->bowtype = bow_normal;
252 p->petmode = pet_normal;
253 p->listening = 10;
254 p->usekeys = containers;
255 p->last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */
257 p->do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265
266 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start
269 * at zero.
270 */
271 for (i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276
277 for (i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1;
279
280 p->last_stats.exp = -1;
281 p->last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 151}
288 152
289/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
290static void 154static void
291set_first_map (object *op) 155set_first_map (object *op)
292{ 156{
293 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
294 op->x = -1; 158 op->x = -1;
295 op->y = -1; 159 op->y = -1;
296 enter_exit (op, NULL);
297} 160}
298 161
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_skill = ranged_skill = 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
299/* Tries to add player on the connection passwd in ns. 354/* Tries to add player on the connection passed in ns.
300 * 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
301 * mode. 356 * mode.
302 */ 357 */
303 358player *
304int 359player::create ()
305add_player (client *ns)
306{ 360{
307 player *p = new player; 361 player *pl = new player;
308 362
309 p->socket = ns; 363 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 364
312 p->next = first_player; 365 pl->ob->roll_stats ();
313 first_player = p; 366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
314 368
315 p = get_player (p);
316
317 set_first_map (p->ob); 369 set_first_map (pl->ob);
318 370
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 371 return pl;
327} 372}
328 373
329/* 374/*
330 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
340 { 385 {
341 if (at == NULL || at->next == NULL) 386 if (at == NULL || at->next == NULL)
342 at = first_archetype; 387 at = first_archetype;
343 else 388 else
344 at = at->next; 389 at = at->next;
390
345 if (at->clone.type == PLAYER) 391 if (at->clone.type == PLAYER)
346 return at; 392 return at;
393
347 if (at == start) 394 if (at == start)
348 { 395 {
349 LOG (llevError, "No Player archetypes\n"); 396 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 397 exit (-1);
351 } 398 }
352 } 399 }
353} 400}
354 401
355
356object * 402object *
357get_nearest_player (object *mon) 403get_nearest_player (object *mon)
358{ 404{
359 object *op = NULL; 405 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 406 objectlink *ol;
362 unsigned lastdist; 407 unsigned lastdist;
363 rv_vector rv; 408 rv_vector rv;
364 409
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
366 { 411 {
367 /* 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
368 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
369 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
370 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
374 object *tmp = ol->ob; 419 object *tmp = ol->ob;
375 420
376 /* 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
377 * itself will have been cleared. 422 * itself will have been cleared.
378 */ 423 */
379 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 ());
380 ol = ol->next; 426 ol = ol->next;
381 remove_friendly_object (tmp); 427 remove_friendly_object (tmp);
382 if (!ol) 428 if (!ol)
383 return op; 429 return op;
384 } 430 }
397 { 443 {
398 op = ol->ob; 444 op = ol->ob;
399 lastdist = rv.distance; 445 lastdist = rv.distance;
400 } 446 }
401 } 447 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 448
403 { 449 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 450 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 451 if (lastdist > rv.distance)
408 { 452 {
409 op = pl->ob; 453 op = pl->ob;
410 lastdist = rv.distance; 454 lastdist = rv.distance;
411 } 455 }
412 } 456
413 }
414#if 0 457#if 0
415 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)");
416#endif 459#endif
417 return op; 460 return op;
418} 461}
436 * circling behaviour. Unfortunately, this function is also used to determined 479 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 481 * is probably not a good thing.
439 */ 482 */
440#define MAX_SPACES 50 483#define MAX_SPACES 50
441
442 484
443/* 485/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
477 x = mon->x; 519 x = mon->x;
478 y = mon->y; 520 y = mon->y;
479 m = mon->map; 521 m = mon->map;
480 dir = rv.direction; 522 dir = rv.direction;
481 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 */
482 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
483 /* 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. */
484 if (diff > max) 527 if (diff > max)
485 return 0; 528 return 0;
529
486 while (diff > 1 && max > 0) 530 while (diff > 1 && max > 0)
487 { 531 {
488 lastx = x; 532 lastx = x;
489 lasty = y; 533 lasty = y;
490 lastmap = m; 534 lastmap = m;
572 max--; 616 max--;
573 lastdir = dir; 617 lastdir = dir;
574 if (!firstdir) 618 if (!firstdir)
575 firstdir = dir; 619 firstdir = dir;
576 } 620 }
621
577 if (diff <= 1) 622 if (diff <= 1)
578 { 623 {
579 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
580 * headed toward player for entire distance. 625 * headed toward player for entire distance.
581 */ 626 */
582 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
583 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));
584 } 629 }
630
585 if (diff > max) 631 if (diff > max)
586 return 0; 632 return 0;
587 } 633 }
634
588 /* 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 */
589 if (!max) 636 if (!max)
590 return 0; 637 return 0;
591 638
592 return firstdir; 639 return firstdir;
685 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
686 link_player_skills (pl); 733 link_player_skills (pl);
687} 734}
688 735
689void 736void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
774{ 738{
775 if (party == NULL) 739 if (party == NULL)
776 { 740 {
777 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);
778 return; 742 return;
779 } 743 }
744
780 op->contr->write_buf[0] = '\0'; 745 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
783 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:");
784} 749}
785
786 750
787/* 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. */
788int 752static int
789roll_stat (void) 753roll_stat (void)
790{ 754{
791 int a[4], i, j, k; 755 int a[4], i, j, k;
792 756
793 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
794 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
795 759
796 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 761 if (a[i] < k)
798 k = a[i], j = i; 762 k = a[i], j = i;
799 763
800 for (i = 0, k = 0; i < 4; i++) 764 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 765 if (i != j)
803 k += a[i]; 766 k += a[i];
804 } 767
805 return k; 768 return k;
806} 769}
807 770
808void 771void
809roll_stats (object *op) 772object::roll_stats ()
810{ 773{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 774 int statsort [7];
814 775
815 do 776 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 777 {
826 while (sum < 82 || sum > 116); 778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
827 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
828 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 787 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 788
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 789 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
861 796
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 797 stats.exp = 0;
873 op->stats.ac = 0; 798 stats.ac = 0;
874 799
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 800 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 801 stats.sp = stats.maxsp;
882 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
883 op->contr->orig_stats = op->stats; 810 contr->orig_stats = stats;
811 }
884} 812}
885 813
886void 814void
887Roll_Again (object *op) 815object::swap_stats (int a, int b)
888{ 816{
889 esrv_new_player (op->contr, 0); 817 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
891 "[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);
892}
893 820
894void 821 stats.Str = contr->orig_stats.Str;
895Swap_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)
896{ 853{
897 signed char tmp;
898 char buf[MAX_BUF]; 854 char buf[MAX_BUF];
899 855
900 if (op->contr->Swap_First == -1) 856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 860}
1015 861
1016/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
1020 * not the class. 866 * not the class.
1021 */ 867 */
1022 868void
1023int 869player::chargen_race_done ()
1024key_change_class (object *op, char key)
1025{ 870{
1026 int tmp_loop;
1027
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D')
1035 {
1036 char buf[MAX_BUF];
1037
1038 /* this must before then initial items are given */ 871 /* this must before then initial items are given */
1039 esrv_new_player (op->contr, op->weight + op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
1040 873
1041 treasurelist *tl = find_treasurelist ("starting_wealth"); 874 treasurelist *tl = treasurelist::find ("starting_wealth");
1042 if (tl) 875 if (tl)
1043 create_treasure (tl, op, 0, 0, 0); 876 create_treasure (tl, ob, 0, 0, 0);
1044 877
1045 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
1047 880
1048 op->contr->state = ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
1049 882
1050 if (op->msg) 883 if (ob->msg)
1051 op->msg = NULL; 884 ob->msg = 0;
1052 885
1053 /* 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
1054 * to save here. 887 * to save here.
1055 */ 888 */
889 {
890 char buf[MAX_BUF];
1056 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1057 make_path_to_file (buf); 892 make_path_to_file (buf);
893 }
1058 894
1059#ifdef AUTOSAVE
1060 op->contr->last_save_tick = pticks;
1061#endif
1062 start_info (op); 895 start_info (ob);
1063 CLEAR_FLAG (op, FLAG_WIZ); 896 CLEAR_FLAG (ob, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 897 give_initial_items (ob, ob->randomitems);
1065 link_player_skills (op); 898 link_player_skills (ob);
1066 esrv_send_inventory (op, op); 899 esrv_send_inventory (ob, ob);
1067 fix_player (op); 900 ob->update_stats ();
1068 901
1069 /* This moves the player to a different start map, if there 902 /* This moves the player to a different start map, if there
1070 * is one for this race 903 * is one for this race
1071 */ 904 */
1072 if (*first_map_ext_path) 905 if (*first_map_ext_path)
1073 { 906 {
1074 object *tmp; 907 object *tmp;
1075 char mapname[MAX_BUF]; 908 char mapname[MAX_BUF];
1076 909
1077 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);
1078 tmp = object::create (); 911 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 912 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 913 EXIT_X (tmp) = ob->x;
1081 EXIT_Y (tmp) = op->y; 914 EXIT_Y (tmp) = ob->y;
1082 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;
1083 * if the map isn't there, then stay on the 916 * if the map isn't there, then stay on the
1084 * default initial map */ 917 * default initial map */
1085 tmp->destroy (); 918 tmp->destroy ();
1086 } 919 }
1087 else 920 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 921 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 922}
1091 return 0;
1092 }
1093 923
924void
925player::chargen_race_next ()
926{
1094 /* Following actually changes the race - this is the default command 927 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 928 * if we don't match with one of the options above.
1096 */ 929 */
1097 930
1098 tmp_loop = 0; 931 do
1099 while (!tmp_loop)
1100 { 932 {
1101 shstr name = op->name; 933 shstr name = ob->name;
1102 int x = op->x, y = op->y; 934 int x = ob->x, y = ob->y;
1103 935
1104 remove_statbonus (op); 936 ob->remove_statbonus ();
1105 op->remove (); 937 ob->remove ();
1106 op->arch = get_player_archetype (op->arch); 938 ob->arch = get_player_archetype (ob->arch);
1107 op->arch->clone.copy_to (op); 939 ob->arch->clone.copy_to (ob);
1108 op->instantiate (); 940 ob->instantiate ();
1109 op->stats = op->contr->orig_stats; 941 ob->stats = ob->contr->orig_stats;
1110 op->name = op->name_pl = name; 942 ob->name = ob->name_pl = name;
1111 op->x = x; 943 ob->x = x;
1112 op->y = y; 944 ob->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 945 SET_ANIMATION (ob, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 946 insert_ob_in_map (ob, ob->map, ob, 0);
1115 assign (op->contr->title, op->arch->clone.name); 947 assign (ob->contr->title, ob->arch->clone.name);
1116 add_statbonus (op); 948 ob->add_statbonus ();
1117 tmp_loop = allowed_class (op);
1118 } 949 }
950 while (!allowed_class (ob));
1119 951
1120 update_object (op, UP_OBJ_FACE); 952 update_object (ob, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 953 esrv_update_item (UPD_FACE, ob, ob);
1122 fix_player (op); 954 ob->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 955 ob->stats.hp = ob->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 956 ob->stats.sp = ob->stats.maxsp;
1125 op->stats.grace = 0; 957 ob->stats.grace = 0;
1126
1127 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 958}
1182 959
1183void 960void
1184flee_player (object *op) 961flee_player (object *op)
1185{ 962{
1215 { 992 {
1216 op->enemy = NULL; 993 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 995 return;
1219 } 996 }
997
1220 get_rangevector (op, op->enemy, &rv, 0); 998 get_rangevector (op, op->enemy, &rv, 0);
1221 999
1222 dir = absdir (4 + rv.direction); 1000 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1001 for (diff = 0; diff < 3; diff++)
1224 { 1002 {
1225 int m = 1 - (RANDOM () & 2); 1003 int m = 1 - (RANDOM () & 2);
1226 1004
1227 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)))
1228 {
1229 return; 1006 return;
1230 }
1231 } 1007 }
1008
1232 /* Cornered, get rid of scared */ 1009 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1011 op->enemy = NULL;
1235} 1012}
1236 1013
1242int 1019int
1243check_pick (object *op) 1020check_pick (object *op)
1244{ 1021{
1245 object *tmp, *next; 1022 object *tmp, *next;
1246 int stop = 0; 1023 int stop = 0;
1247 int j, k, wvratio; 1024 int wvratio;
1248 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1249 1026
1250 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1251 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1252 return 1; 1029 return 1;
1253 1030
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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))));
1324 else 1101 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &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
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1106 }
1107
1358 /* philosophy: 1108 /* philosophy:
1359 * 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
1360 * generic. This takes no game-time. For more detailed pickups 1110 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1111 * and selections, select-items should be used. This is a
1362 * 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
1363 * example. 1113 * example.
1364 * 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
1365 * 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
1366 * convert to decimal and then 'pickup <#> 1116 * convert to decimal and then 'pickup <#>
1617 * found object is returned. 1367 * found object is returned.
1618 */ 1368 */
1619object * 1369object *
1620find_arrow (object *op, const char *type) 1370find_arrow (object *op, const char *type)
1621{ 1371{
1622 object *tmp = NULL; 1372 object *tmp = 0;
1623 1373
1624 for (op = op->inv; op; op = op->below) 1374 for (op = op->inv; op; op = op->below)
1625 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))
1626 tmp = find_arrow (op, type); 1376 tmp = find_arrow (op, type);
1627 else if (op->type == ARROW && op->race == type) 1377 else if (op->type == ARROW && op->race == type)
1628 return op; 1378 return op;
1379
1629 return tmp; 1380 return tmp;
1630} 1381}
1631 1382
1632/* 1383/*
1633 * 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
1634 * 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
1635 * 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
1636 * 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.
1637 */ 1388 */
1638
1639object * 1389object *
1640find_better_arrow (object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1641{ 1391{
1642 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1643 int attacknum, attacktype, betterby = 0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1792 if (!dir) 1542 if (!dir)
1793 { 1543 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1545 return 0;
1796 } 1546 }
1547
1797 if (op->type == PLAYER) 1548 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1549 bow = op->contr->ranged_ob;
1799 else 1550 else
1800 { 1551 {
1801 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1802 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1803 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1808 if (!bow) 1559 if (!bow)
1809 { 1560 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1562 return 0;
1812 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1813 } 1572 }
1573
1814 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1815 { 1575 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1577 return 0;
1818 } 1578 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1581
1822 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1825 if (bowspeed < 1) 1586 if (bowspeed < 1)
1826 bowspeed = 1; 1587 bowspeed = 1;
1827 1588
1828 if (arrow == NULL) 1589 if (arrow == NULL)
1829 { 1590 {
1832 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1834 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1835 else 1596 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1598
1837 return 0; 1599 return 0;
1838 } 1600 }
1839 } 1601 }
1602
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1604 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1605 return 0;
1844 } 1606
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1607 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1608 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1609 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1610 return 0;
1849 } 1611 }
1855 return 0; 1617 return 0;
1856 } 1618 }
1857 1619
1858 left = arrow; /* these are arrows left to the player */ 1620 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1621 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1622 if (!arrow)
1861 { 1623 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1625 return 0;
1864 } 1626 }
1627
1865 arrow->set_owner (op); 1628 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1629 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1630 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1631
1872 if (op->type == PLAYER) 1632 if (op->type == PLAYER)
1873 { 1633 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1635 op->update_stats ();
1876 } 1636 }
1877 1637
1878 SET_ANIMATION (arrow, arrow->direction); 1638 SET_ANIMATION (arrow, arrow->direction);
1639
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1640 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1641 arrow->stats.hp = arrow->stats.dam;
1881 arrow->stats.grace = arrow->attacktype; 1642 arrow->stats.grace = arrow->attacktype;
1643
1882 if (arrow->slaying != NULL) 1644 if (arrow->slaying)
1883 arrow->spellarg = strdup (arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1884 1646
1885 /* Note that this was different for monsters - they got their level 1647 arrow->stats.dam += op->stats.dam + arrow->magic;
1886 * added to the damage. I think the strength bonus is more proper.
1887 */
1888
1889 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1890 1648
1891 /* update the speed */ 1649 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1650 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1651 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1652
1895 if (arrow->speed < 1.0) 1653 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1654 arrow->speed_left = 0;
1899 1655
1656 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1657
1900 if (op->type == PLAYER) 1658 if (op->type == PLAYER)
1901 { 1659 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1903 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1904 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1905
1906 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1661 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1662
1663 if (!arrow->slaying)
1664 arrow->slaying = op->slaying;
1907 } 1665 }
1908 else 1666 else
1909 { 1667 {
1910 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1911 arrow->level = op->level; 1668 arrow->level = op->level;
1912 } 1669 arrow->stats.wc -= bow->magic;
1913 1670
1914 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673 }
1674
1675 arrow->stats.wc -= arrow->level;
1676
1915 arrow->attacktype |= bow->attacktype; 1677 arrow->attacktype |= bow->attacktype;
1916 1678
1917 if (bow->slaying != NULL)
1918 arrow->slaying = bow->slaying;
1919
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1679 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1680 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1681
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1682 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1683 m->insert (arrow, sx, sy, op);
1926 1684
1927 if (!arrow->destroyed ()) 1685 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1686 move_arrow (arrow);
1929 1687
1930 if (op->type == PLAYER) 1688 if (op->type == PLAYER)
1950{ 1708{
1951 int ret = 0, wcmod = 0; 1709 int ret = 0, wcmod = 0;
1952 1710
1953 if (op->contr->bowtype == bow_bestarrow) 1711 if (op->contr->bowtype == bow_bestarrow)
1954 { 1712 {
1955 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1713 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1956 } 1714 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1715 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1716 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1717 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1718 wcmod = -1;
1719
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1720 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1721 }
1963 else if (op->contr->bowtype == bow_threewide) 1722 else if (op->contr->bowtype == bow_threewide)
1964 { 1723 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1724 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1986 * Broken apart from 'fire' to keep it more readable. 1745 * Broken apart from 'fire' to keep it more readable.
1987 */ 1746 */
1988void 1747void
1989fire_misc_object (object *op, int dir) 1748fire_misc_object (object *op, int dir)
1990{ 1749{
1991 object *item; 1750 object *item = op->contr->ranged_ob;
1992 1751
1993 if (!op->contr->ranges[range_misc]) 1752 if (!item)
1994 { 1753 {
1995 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1754 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1996 return; 1755 return;
1997 } 1756 }
1998 1757
1999 item = op->contr->ranges[range_misc];
2000 if (!item->inv) 1758 if (!item->inv)
2001 { 1759 {
2002 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1760 LOG (llevError, "Object %s lacks a spell\n", &item->name);
2003 return; 1761 return;
2004 } 1762 }
1763
2005 if (item->type == WAND) 1764 if (item->type == WAND)
2006 { 1765 {
2007 if (item->stats.food <= 0) 1766 if (item->stats.food <= 0)
2008 { 1767 {
2009 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1768 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
2035 1794
2036 if (item->arch) 1795 if (item->arch)
2037 { 1796 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1797 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1798 item->face = item->arch->clone.face;
2040 item->speed = 0; 1799 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1800 }
1801
2043 if ((tmp = is_player_inv (item))) 1802 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1803 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1804 }
2046 } 1805 }
2047 else if (item->type == ROD || item->type == HORN) 1806 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1807 drain_rod_charge (item);
2050 }
2051 } 1808 }
2052} 1809}
2053 1810
2054/* Received a fire command for the player - go and do it. 1811/* Received a fire command for the player - go and do it.
2055 */ 1812 */
2060 1817
2061 /* check for loss of invisiblity/hide */ 1818 /* check for loss of invisiblity/hide */
2062 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2063 make_visible (op); 1820 make_visible (op);
2064 1821
2065 switch (op->contr->shoottype) 1822 player *pl = op->contr;
2066 { 1823
2067 case range_none: 1824 object *skill = pl->ranged_skill;
1825 object *rob = pl->ranged_ob;
1826
1827 if (!skill)
2068 return; 1828 return;
2069 1829
2070 case range_bow: 1830 if (pl->golem)
1831 control_golem (op->contr->golem, dir);
1832 else if (skill->type == SKILL)
1833 {
1834 if (skill_flags [skill->subtype] & SF_NEED_BOW)
2071 player_fire_bow (op, dir); 1835 player_fire_bow (op, dir);
2072 return; 1836 else if (rob && rob->type == SPELL) /* Casting spells */
2073
2074 case range_magic: /* Casting spells */
2075 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1837 spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0);
2076 return;
2077
2078 case range_misc:
2079 fire_misc_object (op, dir);
2080 return;
2081
2082 case range_golem: /* Control summoned monsters from scrolls */
2083 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2084 {
2085 op->contr->ranges[range_golem] = 0;
2086 op->contr->shoottype = range_none;
2087 }
2088 else 1838 else
2089 control_golem (op->contr->ranges[range_golem], dir); 1839 LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n",
2090 return; 1840 &skill->name, rob ? &rob->name : "(null)");
2091 1841 }
2092 case range_skill: 1842 else if (skill == op)
2093 if (!op->chosen_skill) 1843 {
1844 if (!rob)
2094 { 1845 {
2095 if (op->type == PLAYER) 1846 LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ());
2096 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2097 return; 1847 return;
2098 } 1848 }
2099 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1849
2100 return; 1850 if (rob->type == BUILDER)
2101 case range_builder:
2102 apply_map_builder (op, dir); 1851 apply_map_builder (op, dir);
2103 return; 1852 else if (rob->type == SKILL || rob->type == SKILL_TOOL)
2104 default: 1853 do_skill (op, op, rob, dir, NULL);
2105 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1854 else
2106 return; 1855 fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage
2107 } 1856 }
2108} 1857}
2109
2110
2111 1858
2112/* find_key 1859/* find_key
2113 * 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
2114 * and successfully use it, we return the key, otherwise NULL 1861 * and successfully use it, we return the key, otherwise NULL
2115 * This function merges both normal and locked door, since the logic 1862 * This function merges both normal and locked door, since the logic
2117 * pl is the player, 1864 * pl is the player,
2118 * inv is the objects inventory to searched 1865 * inv is the objects inventory to searched
2119 * door is the door we are trying to match against. 1866 * door is the door we are trying to match against.
2120 * This function can be called recursively to search containers. 1867 * This function can be called recursively to search containers.
2121 */ 1868 */
2122
2123object * 1869object *
2124find_key (object *pl, object *container, object *door) 1870find_key (object *pl, object *container, object *door)
2125{ 1871{
2126 object *tmp, *key; 1872 object *tmp, *key;
2127 1873
2128 /* Should not happen, but sanity checking is never bad */ 1874 /* Should not happen, but sanity checking is never bad */
2129 if (container->inv == NULL) 1875 if (!container->inv)
2130 return NULL; 1876 return 0;
2131 1877
2132 /* 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 */
2133 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1879 for (tmp = container->inv; tmp; tmp = tmp->below)
2134 { 1880 {
2135 if (door->type == DOOR && tmp->type == KEY) 1881 if (door->type == DOOR && tmp->type == KEY)
2136 break; 1882 break;
2137 /* For sanity, we should really check door type, but other stuff 1883 /* For sanity, we should really check door type, but other stuff
2138 * (like containers) can be locked with special keys 1884 * (like containers) can be locked with special keys
2139 */ 1885 */
2140 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2141 break; 1887 break;
2142 } 1888 }
1889
2143 /* No key found - lets search inventories now */ 1890 /* No key found - lets search inventories now */
2144 /* 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.
2145 * 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
2146 * a key, return 1893 * a key, return
2147 */ 1894 */
2148 if (!tmp) 1895 if (!tmp)
2149 { 1896 {
2150 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
2151 { 1898 {
2152 /* No reason to search empty containers */ 1899 /* No reason to search empty containers */
2153 if (tmp->type == CONTAINER && tmp->inv) 1900 if (tmp->type == CONTAINER && tmp->inv)
2154 { 1901 {
2155 if ((key = find_key (pl, tmp, door)) != NULL) 1902 if ((key = find_key (pl, tmp, door)))
2156 return key; 1903 return key;
2157 } 1904 }
2158 } 1905 }
1906
2159 if (!tmp) 1907 if (!tmp)
2160 return NULL; 1908 return NULL;
2161 } 1909 }
1910
2162 /* 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,
2163 * see if we actually want to use it 1912 * see if we actually want to use it
2164 */ 1913 */
2165 if (pl != container) 1914 if (pl != container)
2166 { 1915 {
2187 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2188 "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));
2189 return NULL; 1938 return NULL;
2190 } 1939 }
2191 } 1940 }
1941
2192 return tmp; 1942 return tmp;
2193} 1943}
2194 1944
2195/* moved door processing out of move_player_attack. 1945/* moved door processing out of move_player_attack.
2196 * returns 1 if player has opened the door with a key 1946 * returns 1 if player has opened the door with a key
2198 * 0 otherwise 1948 * 0 otherwise
2199 */ 1949 */
2200static int 1950static int
2201player_attack_door (object *op, object *door) 1951player_attack_door (object *op, object *door)
2202{ 1952{
2203
2204 /* 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,
2205 * 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 -
2206 * otherwise, we fall through to the rest of the code. 1955 * otherwise, we fall through to the rest of the code.
2207 */ 1956 */
2208 object *key = find_key (op, op, door); 1957 object *key = find_key (op, op, door);
2211 if (key) 1960 if (key)
2212 { 1961 {
2213 object *container = key->env; 1962 object *container = key->env;
2214 1963
2215 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
2216 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
2217 make_visible (op); 1967 make_visible (op);
1968
2218 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1969 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2219 spring_trap (door->inv, op); 1970 spring_trap (door->inv, op);
1971
2220 if (door->type == DOOR) 1972 if (door->type == DOOR)
2221 {
2222 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 */
2223 }
2224 else if (door->type == LOCKED_DOOR) 1974 else if (door->type == LOCKED_DOOR)
2225 { 1975 {
2226 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));
2227 remove_door2 (door); /* remove door without violence ;-) */ 1977 remove_door2 (door); /* remove door without violence ;-) */
2228 } 1978 }
1979
2229 /* Do this after we print the message */ 1980 /* Do this after we print the message */
2230 decrease_ob (key); /* Use up one of the keys */ 1981 decrease_ob (key); /* Use up one of the keys */
2231 /* Need to update the weight the container the key was in */ 1982 /* Need to update the weight the container the key was in */
2232 if (container != op) 1983 if (container != op)
2233 esrv_update_item (UPD_WEIGHT, op, container); 1984 esrv_update_item (UPD_WEIGHT, op, container);
1985
2234 return 1; /* Nothing more to do below */ 1986 return 1; /* Nothing more to do below */
2235 } 1987 }
2236 else if (door->type == LOCKED_DOOR) 1988 else if (door->type == LOCKED_DOOR)
2237 { 1989 {
2238 /* Might as well return now - no other way to open this */ 1990 /* Might as well return now - no other way to open this */
2239 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1991 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2240 return 1; 1992 return 1;
2241 } 1993 }
1994
2242 return 0; 1995 return 0;
2243} 1996}
2244 1997
2245/* This function is just part of a breakup from move_player. 1998/* This function is just part of a breakup from move_player.
2246 * It should keep the code cleaner. 1999 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2000 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2001 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2002 * going to try and move (not fire weapons).
2250 */ 2003 */
2251
2252void 2004void
2253move_player_attack (object *op, int dir) 2005move_player_attack (object *op, int dir)
2254{ 2006{
2255 object *tmp, *mon; 2007 object *tmp, *mon;
2256 sint16 nx, ny;
2257 int on_battleground; 2008 int on_battleground;
2258 maptile *m; 2009 maptile *m;
2259 2010
2260 nx = freearr_x[dir] + op->x; 2011 sint16 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2012 sint16 ny = freearr_y[dir] + op->y;
2262 2013
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2264 2015
2265 /* 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
2266 * 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
2267 * 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
2268 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2273 */ 2024 */
2274 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))
2275 { 2026 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2028 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2029 m = op->map->xy_find (nx, ny);
2279 if (!m) 2030 if (!m)
2280 return; /* Don't think this should happen */ 2031 return; /* Don't think this should happen */
2281 } 2032 }
2282 else 2033 else
2283 m = op->map; 2034 m = op->map;
2284 2035
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2036 if (!(tmp = m->at (nx, ny).bot))
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2037 return;
2289 }
2290 2038
2291 mon = NULL; 2039 mon = 0;
2292 /* 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
2293 * 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.
2294 * 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
2295 * on the space 2043 * on the space
2296 */ 2044 */
2297 while (tmp != NULL) 2045 while (tmp)
2298 { 2046 {
2299 if (tmp == op) 2047 if (tmp == op)
2300 { 2048 {
2301 tmp = tmp->above; 2049 tmp = tmp->above;
2302 continue; 2050 continue;
2312 mon = tmp; 2060 mon = tmp;
2313 2061
2314 tmp = tmp->above; 2062 tmp = tmp->above;
2315 } 2063 }
2316 2064
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2065 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2066 return; /* into a wall */
2319 2067
2320 if (mon->head != NULL) 2068 if (mon->head)
2321 mon = mon->head; 2069 mon = mon->head;
2322 2070
2323 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))
2324 if (player_attack_door (op, mon)) 2072 if (player_attack_door (op, mon))
2325 return; 2073 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2096 {
2349 /* 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 */
2350 if (op->contr->braced) 2098 if (op->contr->braced)
2351 return; 2099 return;
2100
2352 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);
2353 (void) push_ob (mon, dir, op); 2102 push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2103 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2104 make_visible (op);
2105
2356 return; 2106 return;
2357 } 2107 }
2358 2108
2359 /* in certain circumstances, you shouldn't attack friendly 2109 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2110 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2112 * attack them either.
2363 */ 2113 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (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)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2116#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2117 (op->contr->peaceful
2368 || (mon->type == PLAYER 2118 || (mon->type == PLAYER
2369 && mon->contr-> 2119 && mon->contr->
2370 peaceful)) && 2120 peaceful)) &&
2371#else 2121#else
2372 op->contr->peaceful && 2122 op->contr->peaceful &&
2373#endif 2123#endif
2374 !on_battleground)) 2124 !on_battleground))
2375 { 2125 {
2376 if (!op->contr->braced) 2126 if (!op->contr->braced)
2377 { 2127 {
2378 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);
2379 (void) push_ob (mon, dir, op); 2129 push_ob (mon, dir, op);
2380 } 2130 }
2381 else 2131 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2132 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2133
2385 if (op->contr->tmp_invis || op->hide) 2134 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2135 make_visible (op);
2387 } 2136 }
2388 2137
2389 /* If the object is a boulder or other rollable object, then 2138 /* If the object is a boulder or other rollable object, then
2400 * 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
2401 * and be living. Then, it must be one of the following: 2150 * and be living. Then, it must be one of the following:
2402 * 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
2403 * 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.
2404 */ 2153 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((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)))
2408 { 2156 {
2409 2157
2410 /* If the player hasn't hit something this tick, and does 2158 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2165 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2166
2419 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 */
2420 } 2168 }
2421 2169
2422 skill_attack (mon, op, 0, NULL, NULL); 2170 skill_attack (mon, op, 0, 0, 0);
2423 2171
2424 /* If attacking another player, that player gets automatic 2172 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2173 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2174 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2175 * the wiz.
2429 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))
2430 { 2178 {
2431 short luck = mon->stats.luck; 2179 short luck = mon->stats.luck;
2432 2180
2433 mon->contr->has_hit = 1; 2181 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2182 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2183 mon->stats.luck = luck;
2436 } 2184 }
2185
2437 if (action_makes_visible (op)) 2186 if (action_makes_visible (op))
2438 make_visible (op); 2187 make_visible (op);
2439 } 2188 }
2440 } /* if player should attack something */ 2189 } /* if player should attack something */
2441} 2190}
2443int 2192int
2444move_player (object *op, int dir) 2193move_player (object *op, int dir)
2445{ 2194{
2446 int pick; 2195 int pick;
2447 2196
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2198 return 0;
2450 2199
2451 /* Sanity check: make sure dir is valid */ 2200 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2201 if ((dir < 0) || (dir >= 9))
2453 { 2202 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2204 return 0;
2456 } 2205 }
2457 2206
2458 /* peterm: added following line */ 2207 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2461 2210
2462 op->facing = dir; 2211 op->facing = dir;
2463 2212
2464 if (op->hide) 2213 if (op->hide)
2465 do_hidden_move (op); 2214 do_hidden_move (op);
2476 2225
2477 /* 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
2478 * server can handle repeat firing. 2227 * server can handle repeat firing.
2479 */ 2228 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2230 op->direction = dir;
2483 }
2484 else 2231 else
2485 {
2486 op->direction = 0; 2232 op->direction = 0;
2487 } 2233
2488 /* Update how the player looks. Use the facing, so direction may 2234 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2235 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2236 * for players.
2491 */ 2237 */
2492 animate_object (op, op->facing); 2238 animate_object (op, op->facing);
2501 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2502 */ 2248 */
2503int 2249int
2504handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2505{ 2251{
2506 if (op->contr->hidden)
2507 {
2508 op->invisible = 1000;
2509 /* the socket code flashes the player visible/invisible
2510 * depending on the value of invisible, so we need to
2511 * alternate it here for it to work correctly.
2512 */
2513 if (pticks & 2)
2514 op->invisible--;
2515 }
2516 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2517 {
2518 op->invisible--;
2519 if (!op->invisible)
2520 {
2521 make_visible (op);
2522 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2523 }
2524 }
2525
2526 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2527 { 2253 {
2528 flee_player (op); 2254 flee_player (op);
2529 /* 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 */
2530 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2531 { 2257 {
2532 op->speed_left--; 2258 op->speed_left--;
2533 return 0; 2259 return 0;
2534 } 2260 }
2535 } 2261 }
2536
2537 /* I've been seeing crashes where the golem has been destroyed, but
2538 * the player object still points to the defunct golem. The code that
2539 * destroys the golem looks correct, and it doesn't always happen, so
2540 * put this in a a workaround to clean up the golem pointer.
2541 */
2542 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2543 op->contr->ranges[range_golem] = 0;
2544 2262
2545 /* 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
2546 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2265 * called, so we recheck it here.
2548 */ 2266 */
2549 op->contr->socket->handle_command (); 2267 if (op->contr->ns->handle_command ())
2268 return 1;
2269
2550 if (op->speed_left < 0) 2270 if (op->speed_left > 0)
2551 return 0; 2271 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2273 {
2555 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2275 op->speed_left--;
2557 2276
2558 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2559 * 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
2560 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2561 */ 2280 */
2562 move_player (op, op->direction); 2281 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2282
2564 return 1; 2283 return op->speed_left > 0;
2565 else 2284 }
2566 return 0;
2567 } 2285 }
2568 2286
2569 return 0; 2287 return 0;
2570} 2288}
2571 2289
2591 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2592 2310
2593 if (op->stats.food < 0) 2311 if (op->stats.food < 0)
2594 op->stats.food = 999; 2312 op->stats.food = 999;
2595 2313
2596 fix_player (op); 2314 op->update_stats ();
2597 return 1; 2315 return 1;
2598 } 2316 }
2599 2317
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2609 * from. 2327 * from.
2610 */ 2328 */
2611void 2329void
2612remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2613{ 2331{
2614 object *next;
2615
2616 while (op) 2332 while (op)
2617 { 2333 {
2618 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' */
2619 * we remove object 'op' 2335
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2337 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2340
2341 op->insert_at (env);
2629 } 2342 }
2630 else if (op->inv) 2343 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2632 2345
2633 op = next; 2346 op = next;
2634 } 2347 }
2635} 2348}
2636
2637 2349
2638/* 2350/*
2639 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2388 strcat (buf2, buf);
2677 2389
2678 return buf2; 2390 return buf2;
2679} 2391}
2680
2681
2682 2392
2683void 2393void
2684do_some_living (object *op) 2394do_some_living (object *op)
2685{ 2395{
2686 int last_food = op->stats.food; 2396 int last_food = op->stats.food;
2692 int rate_grace = 2000; 2402 int rate_grace = 2000;
2693 const int max_hp = 1; 2403 const int max_hp = 1;
2694 const int max_sp = 1; 2404 const int max_sp = 1;
2695 const int max_grace = 1; 2405 const int max_grace = 1;
2696 2406
2697 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2698 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]);
2702 } 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 }
2703 2425
2704 if (op->contr->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2705 { 2427 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2430 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2432 else
2712 { 2433 {
2713 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2436 }
2437
2716 if (op->contr->gen_sp >= 0) 2438 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2440 else
2719 { 2441 {
2720 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2444 }
2445
2723 if (op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2448 else
2726 { 2449 {
2727 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2728 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2729 } 2452 }
2730 2453
2731 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2732 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->golem && --op->last_sp < 0)
2733 { 2456 {
2734 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);
2735 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2736 { 2459 {
2737 op->stats.sp++; 2460 op->stats.sp++;
2743 op->stats.food += op->contr->digestion; 2466 op->stats.food += op->contr->digestion;
2744 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))
2745 op->stats.food = last_food; 2468 op->stats.food = last_food;
2746 } 2469 }
2747 } 2470 }
2471
2748 if (max_sp > 1) 2472 if (max_sp > 1)
2749 { 2473 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2474 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2475 if (over_sp > 0)
2752 { 2476 {
2753 if (op->stats.sp < op->stats.maxsp) 2477 if (op->stats.sp < op->stats.maxsp)
2754 { 2478 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2756 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))
2757 op->stats.sp--; 2482 op->stats.sp--;
2483
2758 if (op->stats.sp > op->stats.maxsp) 2484 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2485 op->stats.sp = op->stats.maxsp;
2760 } 2486 }
2761 op->last_sp = 0; 2487 op->last_sp = 0;
2762 } 2488 }
2763 else 2489 else
2764 {
2765 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);
2766 }
2767 } 2491 }
2768 else 2492 else
2769 {
2770 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);
2771 }
2772 } 2494 }
2773 2495
2774 /* Regenerate Grace */ 2496 /* Regenerate Grace */
2775 /* 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. */
2776 if (--op->last_grace < 0) 2498 if (--op->last_grace < 0)
2777 { 2499 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2500 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2780 if (max_grace > 1) 2503 if (max_grace > 1)
2781 { 2504 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2506 if (over_grace > 0)
2784 { 2507 {
2812 op->stats.food += op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2813 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))
2814 op->stats.food = last_food; 2537 op->stats.food = last_food;
2815 } 2538 }
2816 } 2539 }
2540
2817 if (max_hp > 1) 2541 if (max_hp > 1)
2818 { 2542 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2544 if (over_hp > 0)
2821 { 2545 {
2845 2569
2846 if (op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2847 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);
2848 else 2572 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2850 /* dms do not consume food */ 2575 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2577 op->stats.food--;
2853 } 2578 }
2854 }
2855 2579
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2581 {
2858 object *tmp, *flesh = NULL; 2582 object *tmp, *flesh = 0;
2859 2583
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2585 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2866 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.");
2867 manual_apply (op, tmp, 0); 2591 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2593 break;
2870 } 2594 }
2871 else if (tmp->type == FLESH) 2595 else if (tmp->type == FLESH)
2872 flesh = tmp; 2596 flesh = tmp;
2873 } /* End if paid for object */ 2597 } /* End if paid for object */
2874 } /* end of for loop */ 2598 } /* end of for loop */
2599
2875 /* 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
2876 * eat flesh instead. 2601 * eat flesh instead.
2877 */ 2602 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2604 {
2880 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.");
2881 manual_apply (op, flesh, 0); 2606 manual_apply (op, flesh, 0);
2882 } 2607 }
2883 } /* end if player is starving */ 2608 }
2884 2609
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2887 2612
2888 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))
2889 kill_player (op); 2614 kill_player (op);
2615 }
2890} 2616}
2891
2892
2893 2617
2894/* 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.
2895 * 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
2896 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2621 * file.
2927 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!");
2928 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...");
2929 2653
2930 /* restore player */ 2654 /* restore player */
2931 at = archetype::find ("poisoning"); 2655 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2657 {
2935 tmp->destroy (); 2658 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2660 }
2938 2661
2939 at = archetype::find ("confusion"); 2662 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2663 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2664 {
2943 tmp->destroy (); 2665 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2667 }
2946 2668
2948 op->stats.hp = op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2671 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2672 op->stats.food = 999;
2951 2673
2952 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2676 {
2956 sprintf (buf, "%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2678 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2959 " 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",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2682 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2964 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2686 }
2967 2687
2968 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2690 op->contr->braced = 0;
2975 2695
2976 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2977 2697
2978 if (op->stats.food < 0) 2698 if (op->stats.food < 0)
2979 { 2699 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2701 strcpy (op->contr->killer, "starvation");
2989 } 2702 }
2990 else 2703 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
3000 } 2705
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2707
3003 /* save the map location for corpse, gravestone */ 2708 /* save the map location for corpse, gravestone */
3004 x = op->x; 2709 x = op->x;
3005 y = op->y; 2710 y = op->y;
3006 map = op->map; 2711 map = op->map;
3007 2712
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * 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.
3013 * 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.
3014 */ 2716 */
3015 2717
3016 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2720 * of death.
3019 */ 2721 */
3020#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2723 if (settings.balanced_stat_loss)
3022 { 2724 {
3023 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
3024 /* 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
3025 more if they do. */ 2727 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2730 little bit harder. */
3029 /* GD */ 2731 /* GD */
3030 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2733 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2734 else
3036 { 2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
3037 num_stats_lose = 1; 2738 num_stats_lose = 1;
3038 } 2739
3039 lost_a_stat = 0; 2740 lost_a_stat = 0;
3040 2741
3041 for (z = 0; z < num_stats_lose; z++) 2742 for (z = 0; z < num_stats_lose; z++)
3042 { 2743 {
3043 i = RANDOM () % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
3044 2745
3045 if (settings.stat_loss_on_death) 2746 if (settings.stat_loss_on_death)
3046 { 2747 {
3047 /* 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
3048 * what he lost. 2749 * what he lost.
3049 */ 2750 */
3050 change_attr_value (&(op->stats), i, -1); 2751 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2752 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 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);
3056 } 2769 }
3057 else 2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
3058 { 2772 {
3059 /* deplete a stat */ 2773 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2774 /* Get the stat that we're about to deplete. */
3061 object *dep; 2775 this_stat = get_attr_value (&(dep->stats), i);
3062 2776 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2777 {
3066 dep = arch_to_object (deparch); 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2779 int keep_chance = this_stat * this_stat;
3068 } 2780
3069 lose_this_stat = 1; 2781 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 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)
3076 { 2787 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2788 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2790 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2791 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2792 else
3111 if (this_stat >= -50)
3112 { 2793 {
3113 change_attr_value (&(dep->stats), i, -1); 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 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"); */
3118 } 2799 }
3119 } 2800 }
3120 } 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 }
3121 } 2820 }
2821 }
2822 }
3122 /* If no stat lost, tell the player. */ 2823 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2824 if (!lost_a_stat)
3124 { 2825 {
3125 /* determine_god() seems to not work sometimes... why is this? 2826 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2827 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2828 const char *god = determine_god (op);
3128 2829
3129 if (god && (strcmp (god, "none"))) 2830 if (god && (strcmp (god, "none")))
3130 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);
3131 else 2832 else
3132 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.");
3133 } 2834 }
3134#else 2835#else
3135 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.");
3136#endif 2837#endif
3137 2838
3138 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2840 * exp loss on the stone.
3140 */ 2841 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2843 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2844 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2845 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2846 tmp->name_pl = buf;
3146 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);
3147 tmp->msg = buf; 2848 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2849 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2851
3151 /**************************************/ 2852 /**************************************/
3152 /* */ 2853 /* */
3153 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
3156 /* */ 2857 /* */
3157 /**************************************/ 2858 /**************************************/
3158 2859
3159 /* remove any poisoning and confusion the character may be suffering. */ 2860 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2861 /* restore player */
3161 at = archetype::find ("poisoning"); 2862 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2863 tmp = present_arch_in_ob (at, op);
3163 2864
3164 if (tmp) 2865 if (tmp)
3165 { 2866 {
3166 tmp->destroy (); 2867 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2869 }
3169 2870
3170 at = archetype::find ("confusion"); 2871 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2872 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2873 if (tmp)
3173 { 2874 {
3174 tmp->destroy (); 2875 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2877 }
3177 2878
3178 cure_disease (op, 0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
3179 2880
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2882 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2883 if (op->stats.food < 100)
3183 op->stats.food = 900; 2884 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2888
3188 /* 2889 /*
3189 * 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
3190 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
3191 * in the map. 2892 */
3192 */
3193
3194 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
3196 2894
3197 /****************************************/ 2895 /****************************************/
3198 /* */ 2896 /* */
3199 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
3201 /* */ 2899 /* */
3202 /****************************************/ 2900 /****************************************/
3203 2901
3204 enter_player_savebed (op); 2902 enter_player_savebed (op);
3205 2903
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2904 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2905
3212 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2909 * on the space that might harm the player.
3216 */ 2910 */
3217 will_kill_again = 0; 2911 will_kill_again = 0;
3218 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)
3219 if (tmp->type == SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
3221 2915
3222 if (will_kill_again) 2916 if (will_kill_again)
3223 { 2917 {
3224 object *force; 2918 object *force;
3225 int at; 2919 int at;
3226 2920
3227 force = get_archetype (FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2923 force->speed = 0.1;
3230 force->speed_left = -5.0; 2924 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2926 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2928 force->resist[at] = 100;
3235 2929
3236 insert_ob_in_ob (force, op); 2930 insert_ob_in_ob (force, op);
3237 fix_player (op); 2931 op->update_stats ();
3238 2932
3239 } 2933 }
3240 2934
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2936}
3310
3311 2937
3312void 2938void
3313loot_object (object *op) 2939loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
3316 2942
3317 if (op->container) 2943 op->close_container (); /* close open sack first */
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container);
3320 }
3321 2944
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
3323 { 2946 {
3324 next = tmp->below; 2947 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2948
2949 if (tmp->invisible)
3326 continue; 2950 continue;
2951
3327 tmp->remove (); 2952 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3329 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3331 loot_object (tmp); 2957
3332 }
3333 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))))
3334 { 2959 {
3335 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3336 { 2961 {
3337 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3338 tmp2->destroy (); 2963 tmp2->destroy ();
3349/* 2974/*
3350 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3351 * 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
3352 * was changed. 2977 * was changed.
3353 */ 2978 */
3354
3355void 2979void
3356fix_weight (void) 2980fix_weight (void)
3357{ 2981{
3358 player *pl; 2982 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 2983 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 2985
3364 if (old == sum) 2986 if (old == sum)
3365 continue; 2987 continue;
3366 fix_player (pl->ob); 2988 pl->ob->update_stats ();
3367 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);
3368 } 2990 }
3369} 2991}
3370 2992
3371void 2993void
3372fix_luck (void) 2994fix_luck (void)
3373{ 2995{
3374 player *pl; 2996 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 2998 pl->ob->change_luck (0);
3379} 2999}
3380
3381 3000
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3385 */ 3004 */
3386
3387void 3005void
3388cast_dust (object *op, object *throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3389{ 3007{
3390 object *skop, *spob; 3008 object *skop, *spob;
3391 3009
3425 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3426 { 3044 {
3427 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3428 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3429 } 3047 }
3048
3430 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3431} 3050}
3432 3051
3433int 3052int
3434is_true_undead (object *op) 3053is_true_undead (object *op)
3435{ 3054{
3436 object *tmp = NULL;
3437
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3056 return 1;
3440 3057
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3058 return 0;
3447} 3059}
3448 3060
3449/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3506 3118
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3120
3509 /* 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! */
3510 if (op->type == PLAYER && op->contr->run_on) 3122 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3123 if (!skop || num >= skop->level)
3513 { 3124 {
3514 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!");
3515 make_visible (op); 3126 make_visible (op);
3516 return; 3127 return;
3517 } 3128 }
3518 else 3129 else
3519 num += 20; 3130 num += 20;
3520 } 3131
3521 num += op->map->difficulty; 3132 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3133 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3134 num -= hide;
3135
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3137 {
3526 make_visible (op); 3138 make_visible (op);
3527 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3528 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!");
3529 } 3141 }
3530 else if (op->type == PLAYER && skop) 3142 else if (op->type == PLAYER && skop)
3531 {
3532 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);
3533 }
3534} 3144}
3535 3145
3536/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3537 3147
3538int 3148int
3565 if (mflags & P_OUT_OF_MAP) 3175 if (mflags & P_OUT_OF_MAP)
3566 continue; 3176 continue;
3567 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)))
3568 continue; 3178 continue;
3569 3179
3570 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)
3571 { 3181 {
3572 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))
3573 return 1; 3183 return 1;
3574 else if (tmp->type == PLAYER) 3184 else if (tmp->type == PLAYER)
3575 { 3185 {
3605 if (pl->type != PLAYER) 3215 if (pl->type != PLAYER)
3606 { 3216 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3218 return -1;
3609 } 3219 }
3220
3610 if (!pl || !op) 3221 if (!pl || !op)
3611 return 0; 3222 return 0;
3612 3223
3613 if (op->head)
3614 {
3615 op = op->head; 3224 op = op->head_ ();
3616 } 3225
3617 get_rangevector (pl, op, &rv, 0x1); 3226 get_rangevector (pl, op, &rv, 0x1);
3618 3227
3619 /* starting with the 'head' part, lets loop 3228 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3229 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3230 * part that is in the los array but isnt on
3629 3238
3630 /* only the viewable area the player sees is updated by LOS 3239 /* only the viewable area the player sees is updated by LOS
3631 * 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
3632 * for any meaningful values. 3241 * for any meaningful values.
3633 */ 3242 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !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)])
3637 return 1; 3246 return 1;
3638 op = op->more; 3247 op = op->more;
3639 } 3248 }
3640 return 0; 3249 return 0;
3641} 3250}
3738 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3739 int i = 0, j = 0; 3348 int i = 0, j = 0;
3740 3349
3741 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3742 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3743 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3744 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3745 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3746 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3747 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3748 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3749 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3750 3359
3751 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3752 return; 3361 return;
3753 3362
3754 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++);
3755 3364
3756 if (tr == NULL || tr->item == NULL) 3365 if (!tr || !tr->item)
3757 { 3366 {
3758 /* 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]); */
3759 return; 3368 return;
3760 } 3369 }
3761 3370
3827 { 3436 {
3828 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3438 object *skin;
3830 3439
3831 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 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
3833 if (skin == NULL) 3445 if (!skin)
3834 return; 3446 return;
3835 3447
3836 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3450 {
3883 * not readied. 3495 * not readied.
3884 */ 3496 */
3885void 3497void
3886player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3887{ 3499{
3888 rangetype i; 3500 if (pl->combat_ob == ob)
3889
3890 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3891 {
3892 if (pl->ranges[i] == ob)
3893 {
3894 pl->ranges[i] = NULL;
3895 if (pl->shoottype == i)
3896 {
3897 pl->shoottype = range_none;
3898 }
3899 }
3900 } 3501 {
3502 pl->combat_skill = 0;
3503 pl->combat_ob = 0;
3504 }
3505
3506 if (pl->ranged_ob == ob)
3507 {
3508 pl->ranged_skill = 0;
3509 pl->ranged_ob = 0;
3510 }
3901} 3511}
3512
3513sint8
3514player::visibility_at (maptile *map, int x, int y) const
3515{
3516 if (!ns)
3517 return 0;
3518
3519 int dx, dy;
3520 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3521 return 0;
3522
3523 x += dx - ns->current_x + ns->mapx / 2;
3524 y += dy - ns->current_y + ns->mapy / 2;
3525
3526 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3527 return 0;
3528
3529 return 100 - blocked_los [x][y];
3530}

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