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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.110 by root, Mon Apr 16 06:23:43 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#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];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 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;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
153 116
154 news[0] = '\0'; 117 news[0] = '\0';
155 subject[0] = '\0'; 118 subject[0] = '\0';
156 size = 0; 119 size = 0;
157 120
158 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
159 { 122 {
160 if (*buf == '#') 123 if (*buf == '#')
161 continue; 124 continue;
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 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
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
180 size += strlen (buf); 144 size += strlen (buf);
181 } 145 }
182 } 146 }
183 147
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 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);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187}
188
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 151}
296 152
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
160}
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;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208}
209
210// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings
212void
213player::connect (client *ns)
214{
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300}
301
302// the need for this function can be explained
303// by load_object not returning the object
304void
305player::set_object (object *op)
306{
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313}
314
315player::player ()
316{
317 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point.
319 */
320 outputs_sync = 6; /* Every 2 seconds */
321 outputs_count = 10; /* Keeps present behaviour */
322 unapply = unapply_nochoice;
323
324 savebed_map = first_map_path; /* Init. respawn position */
325
326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334}
335
336void
337player::do_destroy ()
338{
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
348}
349
350player::~player ()
351{
352 /* Clear item stack */
353 free (stack_items);
354}
355
307/* Tries to add player on the connection passwd in ns. 356/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 357 * All we can really get in this is some settings like host and display
309 * mode. 358 * mode.
310 */ 359 */
311 360player *
312int 361player::create ()
313add_player (client *ns)
314{ 362{
315 player *p = new player; 363 player *pl = new player;
316 364
317 p->ns = ns; 365 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 366
320 p->next = first_player; 367 pl->ob->roll_stats ();
321 first_player = p; 368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
322 370
323 p = get_player (p);
324
325 set_first_map (p->ob); 371 set_first_map (pl->ob);
326 372
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
333 get_name (p->ob);
334
335 return 0; 373 return pl;
336} 374}
337 375
338/* 376/*
339 * get_player_archetype() return next player archetype from archetype 377 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 378 * list. Not very efficient routine, but used only creating new players.
365 403
366object * 404object *
367get_nearest_player (object *mon) 405get_nearest_player (object *mon)
368{ 406{
369 object *op = NULL; 407 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 408 objectlink *ol;
372 unsigned lastdist; 409 unsigned lastdist;
373 rv_vector rv; 410 rv_vector rv;
374 411
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
376 { 413 {
377 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
378 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
379 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
380 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
384 object *tmp = ol->ob; 421 object *tmp = ol->ob;
385 422
386 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
387 * itself will have been cleared. 424 * itself will have been cleared.
388 */ 425 */
389 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
390 ol = ol->next; 428 ol = ol->next;
391 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
392 if (!ol) 430 if (!ol)
393 return op; 431 return op;
394 } 432 }
407 { 445 {
408 op = ol->ob; 446 op = ol->ob;
409 lastdist = rv.distance; 447 lastdist = rv.distance;
410 } 448 }
411 } 449 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 450
413 { 451 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
418 { 454 {
419 op = pl->ob; 455 op = pl->ob;
420 lastdist = rv.distance; 456 lastdist = rv.distance;
421 } 457 }
422 } 458
423 }
424#if 0 459#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 461#endif
427 return op; 462 return op;
428} 463}
446 * circling behaviour. Unfortunately, this function is also used to determined 481 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 482 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 483 * is probably not a good thing.
449 */ 484 */
450#define MAX_SPACES 50 485#define MAX_SPACES 50
451
452 486
453/* 487/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 489 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 490 * player and if path is blocked then see if blockage is close enough to player that
487 x = mon->x; 521 x = mon->x;
488 y = mon->y; 522 y = mon->y;
489 m = mon->map; 523 m = mon->map;
490 dir = rv.direction; 524 dir = rv.direction;
491 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
492 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
493 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
494 if (diff > max) 529 if (diff > max)
495 return 0; 530 return 0;
531
496 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
497 { 533 {
498 lastx = x; 534 lastx = x;
499 lasty = y; 535 lasty = y;
500 lastmap = m; 536 lastmap = m;
582 max--; 618 max--;
583 lastdir = dir; 619 lastdir = dir;
584 if (!firstdir) 620 if (!firstdir)
585 firstdir = dir; 621 firstdir = dir;
586 } 622 }
623
587 if (diff <= 1) 624 if (diff <= 1)
588 { 625 {
589 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
590 * headed toward player for entire distance. 627 * headed toward player for entire distance.
591 */ 628 */
592 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
593 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
594 } 631 }
632
595 if (diff > max) 633 if (diff > max)
596 return 0; 634 return 0;
597 } 635 }
636
598 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
599 if (!max) 638 if (!max)
600 return 0; 639 return 0;
601 640
602 return firstdir; 641 return firstdir;
695 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
696 link_player_skills (pl); 735 link_player_skills (pl);
697} 736}
698 737
699void 738void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 739get_party_password (object *op, partylist *party)
785{ 740{
786 if (party == NULL) 741 if (party == NULL)
787 { 742 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 744 return;
790 } 745 }
746
791 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 751}
796 752
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 754static int
800roll_stat (void) 755roll_stat (void)
801{ 756{
802 int a[4], i, j, k; 757 int a[4], i, j, k;
803 758
804 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
805 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
806 761
807 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 763 if (a[i] < k)
809 k = a[i], j = i; 764 k = a[i], j = i;
810 765
811 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 767 if (i != j)
814 k += a[i]; 768 k += a[i];
815 } 769
816 return k; 770 return k;
817} 771}
818 772
819void 773void
820roll_stats (object *op) 774object::roll_stats ()
821{ 775{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 776 int statsort [7];
825 777
826 do 778 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 779 {
837 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
838 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
839 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 790
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
872 798
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 799 stats.exp = 0;
884 op->stats.ac = 0; 800 stats.ac = 0;
885 801
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 802 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
894 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
895} 814}
896 815
897void 816void
898Roll_Again (object *op) 817object::swap_stats (int a, int b)
899{ 818{
900 esrv_new_player (op->contr, 0); 819 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 821 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 822
905void 823 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851}
852
853static void
854start_info (object *op)
907{ 855{
908 signed char tmp;
909 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
910 857
911 if (op->contr->Swap_First == -1) 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 862}
1026 863
1027/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
1031 * not the class. 868 * not the class.
1032 */ 869 */
1033
1034int 870int
1035key_change_class (object *op, char key) 871key_change_class (object *op, char key)
1036{ 872{
1037 int tmp_loop; 873 int tmp_loop;
1038 874
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 875 if (key == 'd' || key == 'D')
1046 { 876 {
1047 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
1048 878
1049 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
1050 esrv_new_player (op->contr, op->weight + op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
1051 881
1052 treasurelist *tl = find_treasurelist ("starting_wealth"); 882 treasurelist *tl = treasurelist::find ("starting_wealth");
1053 if (tl) 883 if (tl)
1054 create_treasure (tl, op, 0, 0, 0); 884 create_treasure (tl, op, 0, 0, 0);
1055 885
1056 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
1065 * to save here. 895 * to save here.
1066 */ 896 */
1067 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1068 make_path_to_file (buf); 898 make_path_to_file (buf);
1069 899
1070#ifdef AUTOSAVE
1071 op->contr->last_save_tick = pticks;
1072#endif
1073 start_info (op); 900 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 903 link_player_skills (op);
1077 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
1078 fix_player (op); 905 op->update_stats ();
1079 906
1080 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1081 * is one for this race 908 * is one for this race
1082 */ 909 */
1083 if (*first_map_ext_path) 910 if (*first_map_ext_path)
1084 { 911 {
1085 object *tmp; 912 object *tmp;
1086 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1087 914
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 916 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1095 * default initial map */ 922 * default initial map */
1096 tmp->destroy (); 923 tmp->destroy ();
1097 } 924 }
1098 else 925 else
1109 while (!tmp_loop) 936 while (!tmp_loop)
1110 { 937 {
1111 shstr name = op->name; 938 shstr name = op->name;
1112 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1113 940
1114 remove_statbonus (op); 941 op->remove_statbonus ();
1115 op->remove (); 942 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 943 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 944 op->arch->clone.copy_to (op);
1118 op->instantiate (); 945 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1121 op->x = x; 948 op->x = x;
1122 op->y = y; 949 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 952 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 953 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 954 tmp_loop = allowed_class (op);
1128 } 955 }
1129 956
1130 update_object (op, UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 959 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 962 op->stats.grace = 0;
1136 963
1137 if (op->msg) 964 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 966
1140 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0; 968 return 0;
1142}
1143
1144int
1145key_confirm_quit (object *op, char key)
1146{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 {
1151 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1;
1154 }
1155
1156 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr);
1158
1159 terminate_all_pets (op);
1160 leave_map (op);
1161 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163
1164 strcpy (op->contr->killer, "quit");
1165 check_score (op);
1166 op->contr->party = NULL;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0';
1169
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1;
1191} 969}
1192 970
1193void 971void
1194flee_player (object *op) 972flee_player (object *op)
1195{ 973{
1252int 1030int
1253check_pick (object *op) 1031check_pick (object *op)
1254{ 1032{
1255 object *tmp, *next; 1033 object *tmp, *next;
1256 int stop = 0; 1034 int stop = 0;
1257 int j, k, wvratio; 1035 int wvratio;
1258 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1259 1037
1260 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1261 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1262 return 1; 1040 return 1;
1263 1041
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1112 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1117 }
1118
1368 /* philosophy: 1119 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1124 * example.
1374 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1627 * found object is returned. 1378 * found object is returned.
1628 */ 1379 */
1629object * 1380object *
1630find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1631{ 1382{
1632 object *tmp = NULL; 1383 object *tmp = 0;
1633 1384
1634 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1635 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1636 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1637 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1638 return op; 1389 return op;
1390
1639 return tmp; 1391 return tmp;
1640} 1392}
1641 1393
1642/* 1394/*
1643 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1644 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1645 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1646 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1647 */ 1399 */
1648
1649object * 1400object *
1650find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1651{ 1402{
1652 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1653 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1876 return 0; 1627 return 0;
1877 } 1628 }
1878 1629
1879 arrow->set_owner (op); 1630 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1632 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1633
1886 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1887 { 1635 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1637 op->update_stats ();
1890 } 1638 }
1891 1639
1892 SET_ANIMATION (arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1904 1652
1905 /* update the speed */ 1653 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1656
1909 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1913 1659
1914 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1915 { 1661 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1930 1676
1931 if (bow->slaying) 1677 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1933 1679
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1682
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1940 1685
1941 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1687 move_arrow (arrow);
1943 1688
1944 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1970 } 1715 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1717 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1719 wcmod = -1;
1720
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1722 }
1977 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1978 { 1724 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1795
2050 if (item->arch) 1796 if (item->arch)
2051 { 1797 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
2054 item->speed = 0; 1800 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1801 }
1802
2057 if ((tmp = item->in_player ())) 1803 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1805 }
2060 } 1806 }
2061 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1808 drain_rod_charge (item);
2064 }
2065 } 1809 }
2066} 1810}
2067 1811
2068/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
2069 */ 1813 */
2108 { 1852 {
2109 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
2110 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2111 return; 1855 return;
2112 } 1856 }
1857
2113 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
2114 return; 1859 return;
2115 case range_builder: 1860 case range_builder:
2116 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
2117 return; 1862 return;
2118 default: 1863 default:
2119 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
2120 return; 1865 return;
2121 } 1866 }
2122} 1867}
2123
2124
2125 1868
2126/* find_key 1869/* find_key
2127 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
2128 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
2129 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
2131 * pl is the player, 1874 * pl is the player,
2132 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
2133 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
2134 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
2135 */ 1878 */
2136
2137object * 1879object *
2138find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
2139{ 1881{
2140 object *tmp, *key; 1882 object *tmp, *key;
2141 1883
2142 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
2143 if (container->inv == NULL) 1885 if (!container->inv)
2144 return NULL; 1886 return 0;
2145 1887
2146 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
2147 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
2148 { 1890 {
2149 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
2150 break; 1892 break;
2151 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
2152 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
2153 */ 1895 */
2154 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
2155 break; 1897 break;
2156 } 1898 }
1899
2157 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
2158 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
2159 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
2160 * a key, return 1903 * a key, return
2161 */ 1904 */
2162 if (!tmp) 1905 if (!tmp)
2163 { 1906 {
2164 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
2165 { 1908 {
2166 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
2167 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
2168 { 1911 {
2169 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
2170 return key; 1913 return key;
2171 } 1914 }
2172 } 1915 }
1916
2173 if (!tmp) 1917 if (!tmp)
2174 return NULL; 1918 return NULL;
2175 } 1919 }
1920
2176 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
2177 * see if we actually want to use it 1922 * see if we actually want to use it
2178 */ 1923 */
2179 if (pl != container) 1924 if (pl != container)
2180 { 1925 {
2201 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2202 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2203 return NULL; 1948 return NULL;
2204 } 1949 }
2205 } 1950 }
1951
2206 return tmp; 1952 return tmp;
2207} 1953}
2208 1954
2209/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2210 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2228 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2229 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2230 make_visible (op); 1976 make_visible (op);
2231 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2232 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2233 if (door->type == DOOR) 1980 if (door->type == DOOR)
2234 {
2235 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2236 }
2237 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2238 { 1983 {
2239 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2240 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2241 } 1986 }
1987
2242 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2243 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2244 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2245 if (container != op) 1991 if (container != op)
2246 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2247 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2248 } 1995 }
2249 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2250 { 1997 {
2251 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2252 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2253 return 1; 2000 return 1;
2254 } 2001 }
2002
2255 return 0; 2003 return 0;
2256} 2004}
2257 2005
2258/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2259 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2285 */ 2033 */
2286 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2287 { 2035 {
2288 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2289 { 2037 {
2290 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2291 if (!m) 2039 if (!m)
2292 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2293 } 2041 }
2294 else 2042 else
2295 m = op->map; 2043 m = op->map;
2296 2044
2297 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2298 {
2299 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2046 return;
2301 }
2302 2047
2303 mon = 0; 2048 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2359 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2360 { 2105 {
2361 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2362 if (op->contr->braced) 2107 if (op->contr->braced)
2363 return; 2108 return;
2109
2364 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2365 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2366 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2367 make_visible (op); 2113 make_visible (op);
2114
2368 return; 2115 return;
2369 } 2116 }
2370 2117
2371 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2372 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2386 !on_battleground)) 2133 !on_battleground))
2387 { 2134 {
2388 if (!op->contr->braced) 2135 if (!op->contr->braced)
2389 { 2136 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2392 } 2139 }
2393 else 2140 else
2394 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2395 2142
2396 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2411 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2412 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2413 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2414 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2415 */ 2162 */
2416
2417 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2418 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2419 { 2165 {
2420 2166
2421 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2455int 2201int
2456move_player (object *op, int dir) 2202move_player (object *op, int dir)
2457{ 2203{
2458 int pick; 2204 int pick;
2459 2205
2460 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2461 return 0; 2207 return 0;
2462 2208
2463 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2464 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2465 { 2211 {
2466 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2467 return 0; 2213 return 0;
2468 } 2214 }
2469 2215
2470 /* peterm: added following line */ 2216 /* peterm: added following line */
2471 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2472 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2473 2219
2474 op->facing = dir; 2220 op->facing = dir;
2475 2221
2476 if (op->hide) 2222 if (op->hide)
2477 do_hidden_move (op); 2223 do_hidden_move (op);
2510 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2511 */ 2257 */
2512int 2258int
2513handle_newcs_player (object *op) 2259handle_newcs_player (object *op)
2514{ 2260{
2515 if (op->contr->hidden)
2516 {
2517 op->invisible = 1000;
2518 /* the socket code flashes the player visible/invisible
2519 * depending on the value of invisible, so we need to
2520 * alternate it here for it to work correctly.
2521 */
2522 if (pticks & 2)
2523 op->invisible--;
2524 }
2525 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2526 {
2527 op->invisible--;
2528 if (!op->invisible)
2529 {
2530 make_visible (op);
2531 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2532 }
2533 }
2534
2535 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2536 { 2262 {
2537 flee_player (op); 2263 flee_player (op);
2538 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2539 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2553 2279
2554 /* call this here - we also will call this in do_ericserver, but 2280 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2281 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2282 * called, so we recheck it here.
2557 */ 2283 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2284 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2285 return 1;
2560 ;
2561 2286
2562 if (op->speed_left < 0) 2287 if (op->speed_left > 0)
2563 return 0; 2288 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2290 {
2567 /* All move commands take 1 tick, at least for now */ 2291 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2292 op->speed_left--;
2569 2293
2570 /* Instead of all the stuff below, let move_player take care 2294 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2295 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2296 * there, as well as the confusion stuff.
2573 */ 2297 */
2574 move_player (op, op->direction); 2298 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2299
2576 return 1; 2300 return op->speed_left > 0;
2577 else 2301 }
2578 return 0;
2579 } 2302 }
2580 2303
2581 return 0; 2304 return 0;
2582} 2305}
2583 2306
2603 op->stats.hp = op->stats.maxhp; 2326 op->stats.hp = op->stats.maxhp;
2604 2327
2605 if (op->stats.food < 0) 2328 if (op->stats.food < 0)
2606 op->stats.food = 999; 2329 op->stats.food = 999;
2607 2330
2608 fix_player (op); 2331 op->update_stats ();
2609 return 1; 2332 return 1;
2610 } 2333 }
2611 2334
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2336 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621 * from. 2344 * from.
2622 */ 2345 */
2623void 2346void
2624remove_unpaid_objects (object *op, object *env) 2347remove_unpaid_objects (object *op, object *env)
2625{ 2348{
2626 object *next;
2627
2628 while (op) 2349 while (op)
2629 { 2350 {
2630 next = op->below; /* Make sure we have a good value, in case 2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2352
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2354 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2355 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2356 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2357
2358 op->insert_at (env);
2641 } 2359 }
2642 else if (op->inv) 2360 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2361 remove_unpaid_objects (op->inv, env);
2644 2362
2645 op = next; 2363 op = next;
2646 } 2364 }
2647} 2365}
2648
2649 2366
2650/* 2367/*
2651 * Returns pointer a static string containing gravestone text 2368 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2369 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2370 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2405 strcat (buf2, buf);
2689 2406
2690 return buf2; 2407 return buf2;
2691} 2408}
2692
2693
2694 2409
2695void 2410void
2696do_some_living (object *op) 2411do_some_living (object *op)
2697{ 2412{
2698 int last_food = op->stats.food; 2413 int last_food = op->stats.food;
2704 int rate_grace = 2000; 2419 int rate_grace = 2000;
2705 const int max_hp = 1; 2420 const int max_hp = 1;
2706 const int max_sp = 1; 2421 const int max_sp = 1;
2707 const int max_grace = 1; 2422 const int max_grace = 1;
2708 2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2709 if (op->contr->outputs_sync) 2443 if (op->contr->outputs_sync)
2710 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]); 2446 flush_output_element (op, &op->contr->outputs[i]);
2714 }
2715 2447
2716 if (op->contr->ns->state == ST_PLAYING) 2448 if (op->contr->ns->state == ST_PLAYING)
2717 { 2449 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2450 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2451 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2452 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2453 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2454 else
2724 { 2455 {
2725 gen_hp = op->stats.maxhp; 2456 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2457 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2458 }
2459
2728 if (op->contr->gen_sp >= 0) 2460 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2461 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2462 else
2731 { 2463 {
2732 gen_sp = op->stats.maxsp; 2464 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2465 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2466 }
2467
2735 if (op->contr->gen_grace >= 0) 2468 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2470 else
2738 { 2471 {
2739 gen_grace = op->stats.maxgrace; 2472 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2488 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2490 op->stats.food = last_food;
2758 } 2491 }
2759 } 2492 }
2493
2760 if (max_sp > 1) 2494 if (max_sp > 1)
2761 { 2495 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2496 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2497 if (over_sp > 0)
2764 { 2498 {
2765 if (op->stats.sp < op->stats.maxsp) 2499 if (op->stats.sp < op->stats.maxsp)
2766 { 2500 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2504 op->stats.sp--;
2505
2770 if (op->stats.sp > op->stats.maxsp) 2506 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2507 op->stats.sp = op->stats.maxsp;
2772 } 2508 }
2773 op->last_sp = 0; 2509 op->last_sp = 0;
2774 } 2510 }
2775 else 2511 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2513 }
2780 else 2514 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2516 }
2785 2517
2786 /* Regenerate Grace */ 2518 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2520 if (--op->last_grace < 0)
2789 { 2521 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2522 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2523 op->stats.grace++; /* no penalty in food for regaining grace */
2524
2792 if (max_grace > 1) 2525 if (max_grace > 1)
2793 { 2526 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2527 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2528 if (over_grace > 0)
2796 { 2529 {
2824 op->stats.food += op->contr->digestion; 2557 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2559 op->stats.food = last_food;
2827 } 2560 }
2828 } 2561 }
2562
2829 if (max_hp > 1) 2563 if (max_hp > 1)
2830 { 2564 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2566 if (over_hp > 0)
2833 { 2567 {
2857 2591
2858 if (op->contr->gen_hp > 0) 2592 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2594 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596
2862 /* dms do not consume food */ 2597 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2598 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2599 op->stats.food--;
2865 } 2600 }
2866 }
2867 2601
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2602 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2603 {
2870 object *tmp, *flesh = NULL; 2604 object *tmp, *flesh = 0;
2871 2605
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2606 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2607 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2609 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2613 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2614 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2615 break;
2882 } 2616 }
2883 else if (tmp->type == FLESH) 2617 else if (tmp->type == FLESH)
2884 flesh = tmp; 2618 flesh = tmp;
2885 } /* End if paid for object */ 2619 } /* End if paid for object */
2886 } /* end of for loop */ 2620 } /* end of for loop */
2621
2887 /* If player is still starving, it means they don't have any food, so 2622 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2623 * eat flesh instead.
2889 */ 2624 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2626 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2628 manual_apply (op, flesh, 0);
2894 } 2629 }
2895 } /* end if player is starving */ 2630 }
2896 2631
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2632 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2633 op->stats.food++, op->stats.hp--;
2899 2634
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2636 kill_player (op);
2637 }
2902} 2638}
2903
2904
2905 2639
2906/* If the player should die (lack of hp, food, etc), we call this. 2640/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2641 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2642 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2643 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2675
2942 /* restore player */ 2676 /* restore player */
2943 at = archetype::find ("poisoning"); 2677 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2678 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2679 {
2947 tmp->destroy (); 2680 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2682 }
2950 2683
2951 at = archetype::find ("confusion"); 2684 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2685 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2686 {
2955 tmp->destroy (); 2687 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2689 }
2958 2690
2960 op->stats.hp = op->stats.maxhp; 2692 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2693 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2694 op->stats.food = 999;
2963 2695
2964 /* create a bodypart-trophy to make the winner happy */ 2696 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2697 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2698 {
2968 sprintf (buf, "%s's finger", &op->name); 2699 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2700 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2701 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2702 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2704 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2705 tmp->value = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2706 tmp->materialname = "organics";
2976 tmp->x = op->x, tmp->y = op->y; 2707 tmp->insert_at (op, tmp);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2708 }
2979 2709
2980 /* teleport defeated player to new destination */ 2710 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2711 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2712 op->contr->braced = 0;
2987 2717
2988 command_kill_pets (op, 0); 2718 command_kill_pets (op, 0);
2989 2719
2990 if (op->stats.food < 0) 2720 if (op->stats.food < 0)
2991 { 2721 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.food = 999;
2997 return;
2998 }
2999 sprintf (buf, "%s starved to death.", &op->name); 2722 sprintf (buf, "%s starved to death.", &op->name);
3000 strcpy (op->contr->killer, "starvation"); 2723 strcpy (op->contr->killer, "starvation");
3001 } 2724 }
3002 else 2725 else
3003 {
3004 if (op->contr->explore)
3005 {
3006 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3007 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3008 op->stats.hp = op->stats.maxhp;
3009 return;
3010 }
3011 sprintf (buf, "%s died.", &op->name); 2726 sprintf (buf, "%s died.", &op->name);
3012 } 2727
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2729
3015 /* save the map location for corpse, gravestone */ 2730 /* save the map location for corpse, gravestone */
3016 x = op->x; 2731 x = op->x;
3017 y = op->y; 2732 y = op->y;
3018 map = op->map; 2733 map = op->map;
3019 2734
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2735 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2736 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this. 2737 * See the config.h file for a little more in depth detail about this.
3026 */ 2738 */
3027 2739
3028 /* Basically two ways to go - remove a stat permanently, or just 2740 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2741 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2742 * of death.
3031 */ 2743 */
3032#ifndef COZY_SERVER 2744#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2745 if (settings.balanced_stat_loss)
3034 { 2746 {
3035 /* If stat loss is permanent, lose one stat only. */ 2747 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2748 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2749 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2750 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2751 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2752 little bit harder. */
3041 /* GD */ 2753 /* GD */
3042 if (settings.stat_loss_on_death) 2754 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2755 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2756 else
3048 { 2757 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2758 }
2759 else
3049 num_stats_lose = 1; 2760 num_stats_lose = 1;
3050 } 2761
3051 lost_a_stat = 0; 2762 lost_a_stat = 0;
3052 2763
3053 for (z = 0; z < num_stats_lose; z++) 2764 for (z = 0; z < num_stats_lose; z++)
3054 { 2765 {
3055 i = RANDOM () % NUM_STATS; 2766 i = RANDOM () % NUM_STATS;
3056 2767
3057 if (settings.stat_loss_on_death) 2768 if (settings.stat_loss_on_death)
3058 { 2769 {
3059 /* Pick a random stat and take a point off it. Tell the player 2770 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2771 * what he lost.
3061 */ 2772 */
3062 change_attr_value (&(op->stats), i, -1); 2773 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2774 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2775 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2776 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2777 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2778 lost_a_stat = 1;
2779 }
2780 else
2781 {
2782 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion");
2784 object *dep;
2785
2786 dep = present_arch_in_ob (deparch, op);
2787 if (!dep)
2788 {
2789 dep = arch_to_object (deparch);
2790 insert_ob_in_ob (dep, op);
3068 } 2791 }
3069 else 2792 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss)
3070 { 2794 {
3071 /* deplete a stat */ 2795 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2796 /* Get the stat that we're about to deplete. */
3073 object *dep; 2797 this_stat = get_attr_value (&(dep->stats), i);
3074 2798 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2799 {
3078 dep = arch_to_object (deparch); 2800 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2801 int keep_chance = this_stat * this_stat;
3080 } 2802
3081 lose_this_stat = 1; 2803 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2804 if (keep_chance < 1)
2805 keep_chance = 1;
2806
2807 /* There is a maximum depletion total per level. */
2808 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2809 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2810 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2811 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2812 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2813 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2814 else
3123 if (this_stat >= -50)
3124 { 2815 {
3125 change_attr_value (&(dep->stats), i, -1); 2816 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2817 lose_this_stat = 0;
2818 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2819 this_stat, keep_chance, loss_chance,
2820 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2821 }
3131 } 2822 }
3132 } 2823 }
2824
2825 if (lose_this_stat)
2826 {
2827 this_stat = get_attr_value (&(dep->stats), i);
2828 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a
2832 * difference.
2833 */
2834 if (this_stat >= -50)
2835 {
2836 change_attr_value (&(dep->stats), i, -1);
2837 SET_FLAG (dep, FLAG_APPLIED);
2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839 op->update_stats ();
2840 lost_a_stat = 1;
2841 }
3133 } 2842 }
2843 }
2844 }
3134 /* If no stat lost, tell the player. */ 2845 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2846 if (!lost_a_stat)
3136 { 2847 {
3137 /* determine_god() seems to not work sometimes... why is this? 2848 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2849 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2850 const char *god = determine_god (op);
3140 2851
3141 if (god && (strcmp (god, "none"))) 2852 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2854 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2856 }
3146#else 2857#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2859#endif
3149 2860
3150 /* Put a gravestone up where the character 'almost' died. List the 2861 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2862 * exp loss on the stone.
3152 */ 2863 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2864 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2865 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2866 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2867 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2868 tmp->name_pl = buf;
3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2869 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3159 tmp->msg = buf; 2870 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2871 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2872 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2873
3163 /**************************************/ 2874 /**************************************/
3164 /* */ 2875 /* */
3165 /* Subtract the experience points, */ 2876 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2877 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2878 /* food, and reset HP's... */
3168 /* */ 2879 /* */
3169 /**************************************/ 2880 /**************************************/
3170 2881
3171 /* remove any poisoning and confusion the character may be suffering. */ 2882 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2883 /* restore player */
3173 at = archetype::find ("poisoning"); 2884 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2885 tmp = present_arch_in_ob (at, op);
3175 2886
3176 if (tmp) 2887 if (tmp)
3177 { 2888 {
3178 tmp->destroy (); 2889 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2891 }
3181 2892
3182 at = archetype::find ("confusion"); 2893 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2894 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2895 if (tmp)
3185 { 2896 {
3186 tmp->destroy (); 2897 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2899 }
3189 2900
3190 cure_disease (op, 0); /* remove any disease */ 2901 cure_disease (op, 0); /* remove any disease */
3191 2902
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2903 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2904 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2905 if (op->stats.food < 100)
3195 op->stats.food = 900; 2906 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2907 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2910
3200 /* 2911 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2912 * Check to see if the player has any unpaid items. If so, remove them
3202 * the player has any unpaid items. If so, remove them and put them back 2913 * and put them back in the map.
3203 * in the map. 2914 */
3204 */
3205
3206 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2915 remove_unpaid_objects (op->inv, op);
3208 2916
3209 /****************************************/ 2917 /****************************************/
3210 /* */ 2918 /* */
3211 /* Move player to his current respawn- */ 2919 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2920 /* position (usually last savebed) */
3213 /* */ 2921 /* */
3214 /****************************************/ 2922 /****************************************/
3215 2923
3216 enter_player_savebed (op); 2924 enter_player_savebed (op);
3217 2925
3218 /* Save the player before inserting the force to reduce
3219 * chance of abuse.
3220 */
3221 op->contr->braced = 0; 2926 op->contr->braced = 0;
3222 save_player (op, 1);
3223 2927
3224 /* it is possible that the player has blown something up 2928 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2929 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2930 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2931 * on the space that might harm the player.
3228 */ 2932 */
3229 will_kill_again = 0; 2933 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2934 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2935 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2936 will_kill_again |= tmp->attacktype;
3233 2937
3234 if (will_kill_again) 2938 if (will_kill_again)
3235 { 2939 {
3236 object *force; 2940 object *force;
3237 int at; 2941 int at;
3238 2942
3239 force = get_archetype (FORCE_NAME); 2943 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 2944 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 2945 force->speed = 0.1;
3242 force->speed_left = -5.0; 2946 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 2947 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 2948 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 2949 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 2950 force->resist[at] = 100;
3247 2951
3248 insert_ob_in_ob (force, op); 2952 insert_ob_in_ob (force, op);
3249 fix_player (op); 2953 op->update_stats ();
3250 2954
3251 } 2955 }
3252 2956
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2957 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 2958}
3322
3323 2959
3324void 2960void
3325loot_object (object *op) 2961loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 2962{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 2963 object *tmp, *tmp2, *next;
3328 2964
3329 if (op->container) 2965 op->close_container (); /* close open sack first */
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container);
3332 }
3333 2966
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 2967 for (tmp = op->inv; tmp; tmp = next)
3335 { 2968 {
3336 next = tmp->below; 2969 next = tmp->below;
2970
3337 if (tmp->invisible) 2971 if (tmp->invisible)
3338 continue; 2972 continue;
2973
3339 tmp->remove (); 2974 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 2975 tmp->x = op->x, tmp->y = op->y;
2976
3341 if (tmp->type == CONTAINER) 2977 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 2978 loot_object (tmp); /* empty container to ground */
3343 loot_object (tmp); 2979
3344 }
3345 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3346 { 2981 {
3347 if (tmp->nrof > 1) 2982 if (tmp->nrof > 1)
3348 { 2983 {
3349 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3350 tmp2->destroy (); 2985 tmp2->destroy ();
3361/* 2996/*
3362 * fix_weight(): Check recursively the weight of all players, and fix 2997 * fix_weight(): Check recursively the weight of all players, and fix
3363 * what needs to be fixed. Refresh windows and fix speed if anything 2998 * what needs to be fixed. Refresh windows and fix speed if anything
3364 * was changed. 2999 * was changed.
3365 */ 3000 */
3366
3367void 3001void
3368fix_weight (void) 3002fix_weight (void)
3369{ 3003{
3370 player *pl; 3004 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3005 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3007
3376 if (old == sum) 3008 if (old == sum)
3377 continue; 3009 continue;
3378 fix_player (pl->ob); 3010 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3012 }
3381} 3013}
3382 3014
3383void 3015void
3384fix_luck (void) 3016fix_luck (void)
3385{ 3017{
3386 player *pl; 3018 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3019 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3020 pl->ob->change_luck (0);
3391} 3021}
3392
3393 3022
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3023/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3024 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3025 * just treat this as any other spell casting object.
3397 */ 3026 */
3398
3399void 3027void
3400cast_dust (object *op, object *throw_ob, int dir) 3028cast_dust (object *op, object *throw_ob, int dir)
3401{ 3029{
3402 object *skop, *spob; 3030 object *skop, *spob;
3403 3031
3437 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3438 { 3066 {
3439 op->contr->tmp_invis = 0; 3067 op->contr->tmp_invis = 0;
3440 op->contr->invis_race = 0; 3068 op->contr->invis_race = 0;
3441 } 3069 }
3070
3442 update_object (op, UP_OBJ_FACE); 3071 update_object (op, UP_OBJ_CHANGE);
3443} 3072}
3444 3073
3445int 3074int
3446is_true_undead (object *op) 3075is_true_undead (object *op)
3447{ 3076{
3448 object *tmp = NULL;
3449
3450 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3451 return 1; 3078 return 1;
3452 3079
3453 return 0; 3080 return 0;
3454} 3081}
3513 3140
3514 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3515 3142
3516 /* its *extremely* hard to run and sneak/hide at the same time! */ 3143 /* its *extremely* hard to run and sneak/hide at the same time! */
3517 if (op->type == PLAYER && op->contr->run_on) 3144 if (op->type == PLAYER && op->contr->run_on)
3518 {
3519 if (!skop || num >= skop->level) 3145 if (!skop || num >= skop->level)
3520 { 3146 {
3521 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3147 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3522 make_visible (op); 3148 make_visible (op);
3523 return; 3149 return;
3524 } 3150 }
3525 else 3151 else
3526 num += 20; 3152 num += 20;
3527 } 3153
3528 num += op->map->difficulty; 3154 num += op->map->difficulty;
3529 hide = hideability (op); /* modify by terrain hidden level */ 3155 hide = hideability (op); /* modify by terrain hidden level */
3530 num -= hide; 3156 num -= hide;
3157
3531 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3532 { 3159 {
3533 make_visible (op); 3160 make_visible (op);
3534 if (op->type == PLAYER) 3161 if (op->type == PLAYER)
3535 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3536 } 3163 }
3537 else if (op->type == PLAYER && skop) 3164 else if (op->type == PLAYER && skop)
3538 {
3539 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3540 }
3541} 3166}
3542 3167
3543/* determine if who is standing near a hostile creature. */ 3168/* determine if who is standing near a hostile creature. */
3544 3169
3545int 3170int
3612 if (pl->type != PLAYER) 3237 if (pl->type != PLAYER)
3613 { 3238 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3239 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3240 return -1;
3616 } 3241 }
3242
3617 if (!pl || !op) 3243 if (!pl || !op)
3618 return 0; 3244 return 0;
3619 3245
3620 if (op->head)
3621 {
3622 op = op->head; 3246 op = op->head_ ();
3623 } 3247
3624 get_rangevector (pl, op, &rv, 0x1); 3248 get_rangevector (pl, op, &rv, 0x1);
3625 3249
3626 /* starting with the 'head' part, lets loop 3250 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3251 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3252 * part that is in the los array but isnt on
3745 char buf[MAX_BUF]; /* tmp. string buffer */ 3369 char buf[MAX_BUF]; /* tmp. string buffer */
3746 int i = 0, j = 0; 3370 int i = 0, j = 0;
3747 3371
3748 /* get the appropriate treasurelist */ 3372 /* get the appropriate treasurelist */
3749 if (atnr == ATNR_FIRE) 3373 if (atnr == ATNR_FIRE)
3750 trlist = find_treasurelist ("dragon_ability_fire"); 3374 trlist = treasurelist::find ("dragon_ability_fire");
3751 else if (atnr == ATNR_COLD) 3375 else if (atnr == ATNR_COLD)
3752 trlist = find_treasurelist ("dragon_ability_cold"); 3376 trlist = treasurelist::find ("dragon_ability_cold");
3753 else if (atnr == ATNR_ELECTRICITY) 3377 else if (atnr == ATNR_ELECTRICITY)
3754 trlist = find_treasurelist ("dragon_ability_elec"); 3378 trlist = treasurelist::find ("dragon_ability_elec");
3755 else if (atnr == ATNR_POISON) 3379 else if (atnr == ATNR_POISON)
3756 trlist = find_treasurelist ("dragon_ability_poison"); 3380 trlist = treasurelist::find ("dragon_ability_poison");
3757 3381
3758 if (trlist == NULL || who->type != PLAYER) 3382 if (trlist == NULL || who->type != PLAYER)
3759 return; 3383 return;
3760 3384
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3386
3763 if (tr == NULL || tr->item == NULL) 3387 if (!tr || !tr->item)
3764 { 3388 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3390 return;
3767 } 3391 }
3768 3392
3893 * not readied. 3517 * not readied.
3894 */ 3518 */
3895void 3519void
3896player_unready_range_ob (player *pl, object *ob) 3520player_unready_range_ob (player *pl, object *ob)
3897{ 3521{
3898 rangetype i;
3899
3900 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3901 {
3902 if (pl->ranges[i] == ob) 3523 if (pl->ranges[i] == ob)
3903 { 3524 {
3904 pl->ranges[i] = NULL; 3525 pl->ranges[i] = 0;
3905 if (pl->shoottype == i) 3526 if (pl->shoottype == i)
3906 {
3907 pl->shoottype = range_none; 3527 pl->shoottype = range_none;
3908 }
3909 } 3528 }
3910 }
3911} 3529}
3530
3531sint8
3532player::visibility_at (maptile *map, int x, int y) const
3533{
3534 if (!ns)
3535 return 0;
3536
3537 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3539 return 0;
3540
3541 x += dx - ns->current_x + ns->mapx / 2;
3542 y += dy - ns->current_y + ns->mapy / 2;
3543
3544 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3545 return 0;
3546
3547 return 100 - blocked_los [x][y];
3548}

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