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Comparing deliantra/server/server/player.C (file contents):
Revision 1.23 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.71 by root, Wed Dec 27 09:28:02 2006 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 for_all_players (pl)
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 41 return pl;
51 }; 42
52 return NULL; 43 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 44}
80 45
81void 46void
82display_motd (const object *op) 47display_motd (const object *op)
83{ 48{
87 int comp; 52 int comp;
88 int size; 53 int size;
89 54
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 57 return;
94 } 58
95 motd[0] = '\0'; 59 motd[0] = '\0';
96 size = 0; 60 size = 0;
61
97 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
98 { 63 {
99 if (*buf == '#') 64 if (*buf == '#')
100 continue; 65 continue;
66
101 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 68 size += strlen (buf);
103 } 69 }
70
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
106} 73}
107 74
108void 75void
114 int comp; 81 int comp;
115 int size; 82 int size;
116 83
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 86 return;
121 } 87
122 rules[0] = '\0'; 88 rules[0] = '\0';
123 size = 0; 89 size = 0;
90
124 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
125 { 92 {
126 if (*buf == '#') 93 if (*buf == '#')
127 continue; 94 continue;
95
128 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
129 { 97 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 99 break;
132 } 100 }
101
133 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 103 size += strlen (buf);
135 } 104 }
105
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
138} 108}
139 109
140void 110void
148 int size; 118 int size;
149 119
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 122 return;
123
153 news[0] = '\0'; 124 news[0] = '\0';
154 subject[0] = '\0'; 125 subject[0] = '\0';
155 size = 0; 126 size = 0;
127
156 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 129 {
158 if (*buf == '#') 130 if (*buf == '#')
159 continue; 131 continue;
132
160 if (*buf == '%') 133 if (*buf == '%')
161 { /* send one news */ 134 { /* send one news */
162 if (size > 0) 135 if (size > 0)
163 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 */ 136 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 */
164 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
184} 157}
185 158
186int 159/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 160static void
161set_first_map (object *op)
188{ 162{
189 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
190 if (*cp == '-' || *cp == '_') 164 op->x = -1;
191 return 0; 165 op->y = -1;
192 166 enter_exit (op, 0);
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 167}
198 168
199/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
200 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
201 * Caller is responsible for setting the correct map. 171void
202 */ 172player::connect (client *ns)
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 173{
213 object *op = arch_to_object (get_player_archetype (NULL)); 174 this->ns = ns;
214 int i; 175 ns->pl = this;
215 176
216 if (!p) 177 next = first_player;
217 {
218 p = new player;
219
220 /* This adds the player in the linked list. There is extra
221 * complexity here because we want to add the new player at the
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227
228 while (tmp != NULL && tmp->next != NULL)
229 tmp = tmp->next;
230 if (tmp != NULL)
231 tmp->next = p;
232 else
233 first_player = p; 178 first_player = this;
234 179
235 p->next = NULL; 180 ns->update_look = 0;
236 } 181 ns->look_position = 0;
237 182
238 /* Clears basically the entire player structure except 183 clear_los (ob);
239 * for next and socket. 184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 206 */
241 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
242 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
243 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
244 * we deal with that below this point. 282 * we deal with that below this point.
245 */ 283 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 287
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
257 289
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10; 290 gen_sp_armour = 10;
272 p->last_speed = -1; 291 last_speed = -1;
273 p->shoottype = range_none; 292 shoottype = range_none;
274 p->bowtype = bow_normal; 293 bowtype = bow_normal;
275 p->petmode = pet_normal; 294 petmode = pet_normal;
276 p->listening = 10; 295 listening = 10;
277 p->usekeys = containers; 296 usekeys = containers;
278 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 299 do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288 300
289 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
292 * at zero. 304 * at zero.
293 */ 305 */
294 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 308
298 }
299 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 310 last_resist[i] = -1;
302 } 311
303 p->last_stats.exp = -1; 312 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 314}
310 315
311/* This loads the first map an puts the player on it. */ 316void
312static void 317player::do_destroy ()
313set_first_map (object *op)
314{ 318{
315 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
321/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
323 * mode. 371 * mode.
324 */ 372 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 373player *
374player::create ()
375{
376 player *pl = new player;
330 377
331 p = get_player (NULL); 378 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob);
343 379
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 380 return pl;
351} 381}
352 382
353/* 383/*
354 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
364 { 394 {
365 if (at == NULL || at->next == NULL) 395 if (at == NULL || at->next == NULL)
366 at = first_archetype; 396 at = first_archetype;
367 else 397 else
368 at = at->next; 398 at = at->next;
399
369 if (at->clone.type == PLAYER) 400 if (at->clone.type == PLAYER)
370 return at; 401 return at;
402
371 if (at == start) 403 if (at == start)
372 { 404 {
373 LOG (llevError, "No Player archetypes\n"); 405 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 406 exit (-1);
375 } 407 }
376 } 408 }
377} 409}
378 410
379
380object * 411object *
381get_nearest_player (object *mon) 412get_nearest_player (object *mon)
382{ 413{
383 object *op = NULL; 414 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 415 objectlink *ol;
386 unsigned lastdist; 416 unsigned lastdist;
387 rv_vector rv; 417 rv_vector rv;
388 418
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 { 451 {
422 op = ol->ob; 452 op = ol->ob;
423 lastdist = rv.distance; 453 lastdist = rv.distance;
424 } 454 }
425 } 455 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 456
427 { 457 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
432 { 460 {
433 op = pl->ob; 461 op = pl->ob;
434 lastdist = rv.distance; 462 lastdist = rv.distance;
435 } 463 }
436 } 464
437 }
438#if 0 465#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 467#endif
441 return op; 468 return op;
442} 469}
460 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 489 * is probably not a good thing.
463 */ 490 */
464#define MAX_SPACES 50 491#define MAX_SPACES 50
465
466 492
467/* 493/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 515path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 516{
491 rv_vector rv; 517 rv_vector rv;
492 sint16 x, y; 518 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 520 maptile *m, *lastmap;
495 521
496 get_rangevector (mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
497 523
498 if (rv.distance < mindiff) 524 if (rv.distance < mindiff)
499 return 0; 525 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 669 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 670 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 671 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 673 {
648 remove_ob (op); 674 op->destroy ();
649 free_object (op);
650 continue; 675 continue;
651 } 676 }
652 } 677 }
653 678
654 /* This really needs to be better - we should really give 679 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 690 if (tmp->type == op->type && tmp->name == op->name)
666 break; 691 break;
667 692
668 if (tmp) 693 if (tmp)
669 { 694 {
670 remove_ob (op); 695 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 697 continue;
674 } 698 }
699
675 if (op->nrof > 1) 700 if (op->nrof > 1)
676 op->nrof = 1; 701 op->nrof = 1;
677 } 702 }
678 703
679 if (op->type == SPELLBOOK && op->inv) 704 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 716 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 717 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 718 }
694 if (op->type == SPELL) 719 if (op->type == SPELL)
695 { 720 {
696 remove_ob (op); 721 op->destroy ();
697 free_object (op);
698 continue; 722 continue;
699 } 723 }
700 else if (op->type == SKILL) 724 else if (op->type == SKILL)
701 { 725 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
712 link_player_skills (pl); 736 link_player_skills (pl);
713} 737}
714 738
715void 739void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 740get_party_password (object *op, partylist *party)
800{ 741{
801 if (party == NULL) 742 if (party == NULL)
802 { 743 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 745 return;
805 } 746 }
747
806 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 752}
811
812 753
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 755static int
815roll_stat (void) 756roll_stat (void)
816{ 757{
817 int a[4], i, j, k; 758 int a[4], i, j, k;
818 759
819 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 764 if (a[i] < k)
824 k = a[i], j = i; 765 k = a[i], j = i;
825 766
826 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 768 if (i != j)
829 k += a[i]; 769 k += a[i];
830 } 770
831 return k; 771 return k;
832} 772}
833 773
834void 774void
835roll_stats (object *op) 775object::roll_stats ()
836{ 776{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 777 int statsort [7];
840 778
841 do 779 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 780 {
852 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
853 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
854 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 791
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
887 799
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 800 stats.exp = 0;
899 op->stats.ac = 0; 801 stats.ac = 0;
900 802
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 803 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
909 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
910} 815}
911 816
912void 817void
913Roll_Again (object *op) 818object::swap_stats (int a, int b)
914{ 819{
915 esrv_new_player (op->contr, 0);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
918}
919
920void
921Swap_Stat (object *op, int Swap_Second)
922{
923 signed char tmp;
924 char buf[MAX_BUF];
925
926 if (op->contr->Swap_First == -1)
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 820 int tmp = get_attr_value (&contr->orig_stats, a);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 822 set_attr_value (&contr->orig_stats, b, tmp);
939 823
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 824 stats.Str = contr->orig_stats.Str;
943 op->stats.Dex = op->contr->orig_stats.Dex; 825 stats.Dex = contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con; 826 stats.Con = contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int; 827 stats.Int = contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis; 828 stats.Wis = contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow; 829 stats.Pow = contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha; 830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
949 op->stats.ac = 0; 834 stats.ac = 0;
950 835
951 op->level = 1; 836 level = 1;
952 op->stats.exp = 0; 837 stats.exp = 0;
953 op->stats.ac = 0; 838 stats.ac = 0;
954 839
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
962 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
963 op->contr->orig_stats = op->stats; 850 contr->orig_stats = stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 { 851 }
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf);
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 852}
1041 853
1042/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
1046 * not the class. 858 * not the class.
1047 */ 859 */
1048
1049int 860int
1050key_change_class (object *op, char key) 861key_change_class (object *op, char key)
1051{ 862{
1052 int tmp_loop; 863 int tmp_loop;
1053 864
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 865 if (key == 'd' || key == 'D')
1061 { 866 {
1062 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
1063 868
1064 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 870 esrv_new_player (op->contr, op->weight + op->carrying);
871
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 872 treasurelist *tl = find_treasurelist ("starting_wealth");
873 if (tl)
874 create_treasure (tl, op, 0, 0, 0);
1067 875
1068 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
1070 878
1071 op->contr->state = ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
1072 880
1073 if (op->msg) 881 if (op->msg)
1074 op->msg = NULL; 882 op->msg = NULL;
1075 883
1076 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
1085 start_info (op); 893 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 895 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 896 link_player_skills (op);
1089 esrv_send_inventory (op, op); 897 esrv_send_inventory (op, op);
1090 fix_player (op); 898 op->update_stats ();
1091 899
1092 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1093 * is one for this race 901 * is one for this race
1094 */ 902 */
1095 if (*first_map_ext_path) 903 if (*first_map_ext_path)
1096 { 904 {
1097 object *tmp; 905 object *tmp;
1098 char mapname[MAX_BUF]; 906 char mapname[MAX_BUF];
1099 907
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 909 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 910 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 911 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 912 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 913 enter_exit (op, tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 914 * if the map isn't there, then stay on the
1107 * default initial map */ 915 * default initial map */
1108 free_object (tmp); 916 tmp->destroy ();
1109 } 917 }
1110 else 918 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 919 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 920
1114 return 0; 921 return 0;
1115 } 922 }
1116 923
1117 /* Following actually changes the race - this is the default command 924 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 925 * if we don't match with one of the options above.
1122 while (!tmp_loop) 929 while (!tmp_loop)
1123 { 930 {
1124 shstr name = op->name; 931 shstr name = op->name;
1125 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1126 933
1127 remove_statbonus (op); 934 op->remove_statbonus ();
1128 remove_ob (op); 935 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 936 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 937 op->arch->clone.copy_to (op);
1131 op->instantiate (); 938 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 940 op->name = op->name_pl = name;
1134 op->x = x; 941 op->x = x;
1135 op->y = y; 942 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 944 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 945 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 946 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 947 tmp_loop = allowed_class (op);
1141 } 948 }
1142 949
1143 update_object (op, UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 951 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 952 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 955 op->stats.grace = 0;
1149 956
1150 if (op->msg) 957 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 959
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 961 return 0;
1155} 962}
1156 963
1157int 964int
1158key_confirm_quit (object *op, char key) 965key_confirm_quit (object *op, char key)
1159{ 966{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 968 {
1164 op->contr->state = ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 971 return 1;
1167 } 972 }
1168 973
1169 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
1171 978
1172 terminate_all_pets (op); 979 terminate_all_pets (op);
1173 leave_map (op); 980 leave_map (op);
1174 op->direction = 0; 981 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 983
1177 strcpy (op->contr->killer, "quit"); 984 strcpy (op->contr->killer, "quit");
1178 check_score (op); 985 check_score (op);
1179 op->contr->party = NULL; 986 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 987 op->contr->own_title[0] = '\0';
1182 988
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 989 object_ptr ob = op;
1184 {
1185 mapstruct *mp, *next;
1186 990
1187 /* We need to hunt for any per player unique maps in memory and 991 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional, 992 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */ 994 */
995 char buf[MAX_BUF];
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next) 997
1193 { 998 for_all_maps (mp)
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf))) 999 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp); 1000 delete_map (mp);
1197 }
1198 1001
1199 delete_character (op->name, 1); 1002 delete_character (ob->name, 1);
1200 } 1003 ob->contr->destroy ();
1201 1004
1202 play_again (op);
1203 return 1; 1005 return 1;
1204} 1006}
1205 1007
1206void 1008void
1207flee_player (object *op) 1009flee_player (object *op)
1238 { 1040 {
1239 op->enemy = NULL; 1041 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1043 return;
1242 } 1044 }
1045
1243 get_rangevector (op, op->enemy, &rv, 0); 1046 get_rangevector (op, op->enemy, &rv, 0);
1244 1047
1245 dir = absdir (4 + rv.direction); 1048 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1049 for (diff = 0; diff < 3; diff++)
1247 { 1050 {
1248 int m = 1 - (RANDOM () & 2); 1051 int m = 1 - (RANDOM () & 2);
1249 1052
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1053 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1054 return;
1253 }
1254 } 1055 }
1056
1255 /* Cornered, get rid of scared */ 1057 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1058 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1059 op->enemy = NULL;
1258} 1060}
1259 1061
1264 */ 1066 */
1265int 1067int
1266check_pick (object *op) 1068check_pick (object *op)
1267{ 1069{
1268 object *tmp, *next; 1070 object *tmp, *next;
1269 tag_t next_tag = 0, op_tag;
1270 int stop = 0; 1071 int stop = 0;
1271 int j, k, wvratio; 1072 int j, k, wvratio;
1272 char putstring[128], tmpstr[16]; 1073 char putstring[128], tmpstr[16];
1273 1074
1274
1275 /* if you're flying, you cna't pick up anything */ 1075 /* if you're flying, you cna't pick up anything */
1276 if (op->move_type & MOVE_FLYING) 1076 if (op->move_type & MOVE_FLYING)
1277 return 1; 1077 return 1;
1278 1078
1279 op_tag = op->count;
1280
1281 next = op->below; 1079 next = op->below;
1282 if (next)
1283 next_tag = next->count;
1284 1080
1285 /* loop while there are items on the floor that are not marked as 1081 /* loop while there are items on the floor that are not marked as
1286 * destroyed */ 1082 * destroyed */
1287 while (next && !was_destroyed (next, next_tag)) 1083 while (next && !next->destroyed ())
1288 { 1084 {
1289 tmp = next; 1085 tmp = next;
1290 next = tmp->below; 1086 next = tmp->below;
1291 if (next)
1292 next_tag = next->count;
1293 1087
1294 if (was_destroyed (op, op_tag)) 1088 if (op->destroyed ())
1295 return 0; 1089 return 0;
1296 1090
1297 if (!can_pick (op, tmp)) 1091 if (!can_pick (op, tmp))
1298 continue; 1092 continue;
1299 1093
1353 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1354 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1148 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 else 1149 else
1356 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1150 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1357 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1152
1358 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1359
1360 sprintf (putstring, "...flags: ");
1361 for (k = 0; k < 4; k++)
1362 {
1363 for (j = 0; j < 32; j++)
1364 {
1365 if ((tmp->flags[k] >> j) & 0x01)
1366 {
1367 sprintf (tmpstr, "%d ", k * 32 + j);
1368 strcat (putstring, tmpstr);
1369 }
1370 }
1371 }
1372 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1373
1374#if 0
1375 /* print the flags too */
1376 for (k = 0; k < 4; k++)
1377 {
1378 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1379 for (j = 0; j < 32; j++)
1380 {
1381 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1382 if (!((j + 1) % 4))
1383 fprintf (stderr, " ");
1384 }
1385 fprintf (stderr, " [%d]\n", k * 32);
1386 }
1387#endif
1388 } 1154 }
1155
1389 /* philosophy: 1156 /* philosophy:
1390 * It's easy to grab an item type from a pile, as long as it's 1157 * It's easy to grab an item type from a pile, as long as it's
1391 * generic. This takes no game-time. For more detailed pickups 1158 * generic. This takes no game-time. For more detailed pickups
1392 * and selections, select-items shoul dbe used. This is a 1159 * and selections, select-items should be used. This is a
1393 * grab-as-you-run type mode that's really useful for arrows for 1160 * grab-as-you-run type mode that's really useful for arrows for
1394 * example. 1161 * example.
1395 * The drawback: right now it has no frontend, so you need to 1162 * The drawback: right now it has no frontend, so you need to
1396 * stick the bits you want into a calculator in hex mode and then 1163 * stick the bits you want into a calculator in hex mode and then
1397 * convert to decimal and then 'pickup <#> 1164 * convert to decimal and then 'pickup <#>
1431 /* question: don't pick up known-poisonous stuff? */ 1198 /* question: don't pick up known-poisonous stuff? */
1432 if (op->contr->mode & PU_FOOD) 1199 if (op->contr->mode & PU_FOOD)
1433 if (tmp->type == FOOD) 1200 if (tmp->type == FOOD)
1434 { 1201 {
1435 pick_up (op, tmp); 1202 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "FOOD\n");
1438 continue; 1203 continue;
1439 } 1204 }
1205
1440 if (op->contr->mode & PU_DRINK) 1206 if (op->contr->mode & PU_DRINK)
1441 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1207 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1442 { 1208 {
1443 pick_up (op, tmp); 1209 pick_up (op, tmp);
1444 if (0)
1445 fprintf (stderr, "DRINK\n");
1446 continue; 1210 continue;
1447 } 1211 }
1448 1212
1449 if (op->contr->mode & PU_POTION) 1213 if (op->contr->mode & PU_POTION)
1450 if (tmp->type == POTION) 1214 if (tmp->type == POTION)
1451 { 1215 {
1452 pick_up (op, tmp); 1216 pick_up (op, tmp);
1453 if (0)
1454 fprintf (stderr, "POTION\n");
1455 continue; 1217 continue;
1456 } 1218 }
1457 1219
1458 /* spellbooks, skillscrolls and normal books/scrolls */ 1220 /* spellbooks, skillscrolls and normal books/scrolls */
1459 if (op->contr->mode & PU_SPELLBOOK) 1221 if (op->contr->mode & PU_SPELLBOOK)
1460 if (tmp->type == SPELLBOOK) 1222 if (tmp->type == SPELLBOOK)
1461 { 1223 {
1462 pick_up (op, tmp); 1224 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SPELLBOOK\n");
1465 continue; 1225 continue;
1466 } 1226 }
1227
1467 if (op->contr->mode & PU_SKILLSCROLL) 1228 if (op->contr->mode & PU_SKILLSCROLL)
1468 if (tmp->type == SKILLSCROLL) 1229 if (tmp->type == SKILLSCROLL)
1469 { 1230 {
1470 pick_up (op, tmp); 1231 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "SKILLSCROLL\n");
1473 continue; 1232 continue;
1474 } 1233 }
1234
1475 if (op->contr->mode & PU_READABLES) 1235 if (op->contr->mode & PU_READABLES)
1476 if (tmp->type == BOOK || tmp->type == SCROLL) 1236 if (tmp->type == BOOK || tmp->type == SCROLL)
1477 { 1237 {
1478 pick_up (op, tmp); 1238 pick_up (op, tmp);
1479 if (0)
1480 fprintf (stderr, "READABLES\n");
1481 continue; 1239 continue;
1482 } 1240 }
1483 1241
1484 /* wands/staves/rods/horns */ 1242 /* wands/staves/rods/horns */
1485 if (op->contr->mode & PU_MAGIC_DEVICE) 1243 if (op->contr->mode & PU_MAGIC_DEVICE)
1486 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1244 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1487 { 1245 {
1488 pick_up (op, tmp); 1246 pick_up (op, tmp);
1489 if (0)
1490 fprintf (stderr, "MAGIC_DEVICE\n");
1491 continue; 1247 continue;
1492 } 1248 }
1493 1249
1494 /* pick up all magical items */ 1250 /* pick up all magical items */
1495 if (op->contr->mode & PU_MAGICAL) 1251 if (op->contr->mode & PU_MAGICAL)
1496 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1252 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1497 { 1253 {
1498 pick_up (op, tmp); 1254 pick_up (op, tmp);
1499 if (0)
1500 fprintf (stderr, "MAGICAL\n");
1501 continue; 1255 continue;
1502 } 1256 }
1503 1257
1504 if (op->contr->mode & PU_VALUABLES) 1258 if (op->contr->mode & PU_VALUABLES)
1505 { 1259 {
1506 if (tmp->type == MONEY || tmp->type == GEM) 1260 if (tmp->type == MONEY || tmp->type == GEM)
1507 { 1261 {
1508 pick_up (op, tmp); 1262 pick_up (op, tmp);
1509 if (0)
1510 fprintf (stderr, "MONEY/GEM\n");
1511 continue; 1263 continue;
1512 } 1264 }
1513 } 1265 }
1514 1266
1515 /* rings & amulets - talismans seems to be typed AMULET */ 1267 /* rings & amulets - talismans seems to be typed AMULET */
1516 if (op->contr->mode & PU_JEWELS) 1268 if (op->contr->mode & PU_JEWELS)
1517 if (tmp->type == RING || tmp->type == AMULET) 1269 if (tmp->type == RING || tmp->type == AMULET)
1518 { 1270 {
1519 pick_up (op, tmp); 1271 pick_up (op, tmp);
1272 continue;
1520 if (0) 1273 }
1521 fprintf (stderr, "JEWELS\n"); 1274
1275 /* we don't forget dragon food */
1276 if (op->contr->mode & PU_FLESH)
1277 if (tmp->type == FLESH)
1278 {
1279 pick_up (op, tmp);
1522 continue; 1280 continue;
1523 } 1281 }
1524 1282
1525 /* bows and arrows. Bows are good for selling! */ 1283 /* bows and arrows. Bows are good for selling! */
1526 if (op->contr->mode & PU_BOW) 1284 if (op->contr->mode & PU_BOW)
1527 if (tmp->type == BOW) 1285 if (tmp->type == BOW)
1528 { 1286 {
1529 pick_up (op, tmp); 1287 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "BOW\n");
1532 continue; 1288 continue;
1533 } 1289 }
1290
1534 if (op->contr->mode & PU_ARROW) 1291 if (op->contr->mode & PU_ARROW)
1535 if (tmp->type == ARROW) 1292 if (tmp->type == ARROW)
1536 { 1293 {
1537 pick_up (op, tmp); 1294 pick_up (op, tmp);
1538 if (0)
1539 fprintf (stderr, "ARROW\n");
1540 continue; 1295 continue;
1541 } 1296 }
1542 1297
1543 /* all kinds of armor etc. */ 1298 /* all kinds of armor etc. */
1544 if (op->contr->mode & PU_ARMOUR) 1299 if (op->contr->mode & PU_ARMOUR)
1545 if (tmp->type == ARMOUR) 1300 if (tmp->type == ARMOUR)
1546 { 1301 {
1547 pick_up (op, tmp); 1302 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "ARMOUR\n");
1550 continue; 1303 continue;
1551 } 1304 }
1305
1552 if (op->contr->mode & PU_HELMET) 1306 if (op->contr->mode & PU_HELMET)
1553 if (tmp->type == HELMET) 1307 if (tmp->type == HELMET)
1554 { 1308 {
1555 pick_up (op, tmp); 1309 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "HELMET\n");
1558 continue; 1310 continue;
1559 } 1311 }
1312
1560 if (op->contr->mode & PU_SHIELD) 1313 if (op->contr->mode & PU_SHIELD)
1561 if (tmp->type == SHIELD) 1314 if (tmp->type == SHIELD)
1562 { 1315 {
1563 pick_up (op, tmp); 1316 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "SHIELD\n");
1566 continue; 1317 continue;
1567 } 1318 }
1319
1568 if (op->contr->mode & PU_BOOTS) 1320 if (op->contr->mode & PU_BOOTS)
1569 if (tmp->type == BOOTS) 1321 if (tmp->type == BOOTS)
1570 { 1322 {
1571 pick_up (op, tmp); 1323 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "BOOTS\n");
1574 continue; 1324 continue;
1575 } 1325 }
1326
1576 if (op->contr->mode & PU_GLOVES) 1327 if (op->contr->mode & PU_GLOVES)
1577 if (tmp->type == GLOVES) 1328 if (tmp->type == GLOVES)
1578 { 1329 {
1579 pick_up (op, tmp); 1330 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1331 continue;
1583 } 1332 }
1333
1584 if (op->contr->mode & PU_CLOAK) 1334 if (op->contr->mode & PU_CLOAK)
1585 if (tmp->type == CLOAK) 1335 if (tmp->type == CLOAK)
1586 { 1336 {
1587 pick_up (op, tmp); 1337 pick_up (op, tmp);
1588 if (0)
1589 fprintf (stderr, "GLOVES\n");
1590 continue; 1338 continue;
1591 } 1339 }
1592 1340
1593 /* hoping to catch throwing daggers here */ 1341 /* hoping to catch throwing daggers here */
1594 if (op->contr->mode & PU_MISSILEWEAPON) 1342 if (op->contr->mode & PU_MISSILEWEAPON)
1595 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1343 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1596 { 1344 {
1597 pick_up (op, tmp); 1345 pick_up (op, tmp);
1598 if (0)
1599 fprintf (stderr, "MISSILEWEAPON\n");
1600 continue; 1346 continue;
1601 } 1347 }
1602 1348
1603 /* careful: chairs and tables are weapons! */ 1349 /* careful: chairs and tables are weapons! */
1604 if (op->contr->mode & PU_ALLWEAPON) 1350 if (op->contr->mode & PU_ALLWEAPON)
1607 { 1353 {
1608 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1354 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1609 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1355 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1610 { 1356 {
1611 pick_up (op, tmp); 1357 pick_up (op, tmp);
1612 if (0)
1613 fprintf (stderr, "WEAPON\n");
1614 continue; 1358 continue;
1615 } 1359 }
1616 } 1360 }
1361
1617 if (tmp->type == WEAPON && tmp->name == NULL) 1362 if (tmp->type == WEAPON && tmp->name == NULL)
1618 { 1363 {
1619 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1364 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1620 { 1365 {
1621 pick_up (op, tmp); 1366 pick_up (op, tmp);
1622 if (0)
1623 fprintf (stderr, "WEAPON\n");
1624 continue; 1367 continue;
1625 } 1368 }
1626 } 1369 }
1627 } 1370 }
1628 1371
1629 /* misc stuff that's useful */ 1372 /* misc stuff that's useful */
1630 if (op->contr->mode & PU_KEY) 1373 if (op->contr->mode & PU_KEY)
1631 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1374 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1632 { 1375 {
1633 pick_up (op, tmp); 1376 pick_up (op, tmp);
1634 if (0)
1635 fprintf (stderr, "KEY\n");
1636 continue; 1377 continue;
1637 } 1378 }
1638 1379
1639 /* any of the last 4 bits set means we use the ratio for value 1380 /* any of the last 4 bits set means we use the ratio for value
1640 * pickups */ 1381 * pickups */
1662 continue; 1403 continue;
1663 } 1404 }
1664 } 1405 }
1665 } /* the new pickup model */ 1406 } /* the new pickup model */
1666 } 1407 }
1408
1667 return !stop; 1409 return !stop;
1668} 1410}
1669 1411
1670/* 1412/*
1671 * Find an arrow in the inventory and after that 1413 * Find an arrow in the inventory and after that
1770 1512
1771object * 1513object *
1772pick_arrow_target (object *op, const char *type, int dir) 1514pick_arrow_target (object *op, const char *type, int dir)
1773{ 1515{
1774 object *tmp = NULL; 1516 object *tmp = NULL;
1775 mapstruct *m; 1517 maptile *m;
1776 int i, mflags, found, number; 1518 int i, mflags, found, number;
1777 sint16 x, y; 1519 sint16 x, y;
1778 1520
1779 if (op->map == NULL) 1521 if (op->map == NULL)
1780 return find_arrow (op, type); 1522 return find_arrow (op, type);
1840 */ 1582 */
1841int 1583int
1842fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1584fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1843{ 1585{
1844 object *left, *bow; 1586 object *left, *bow;
1845 tag_t left_tag, tag;
1846 int bowspeed, mflags; 1587 int bowspeed, mflags;
1847 mapstruct *m; 1588 maptile *m;
1848 1589
1849 if (!dir) 1590 if (!dir)
1850 { 1591 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1592 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1852 return 0; 1593 return 0;
1853 } 1594 }
1595
1854 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1855 bow = op->contr->ranges[range_bow]; 1597 bow = op->contr->ranges[range_bow];
1856 else 1598 else
1857 { 1599 {
1858 for (bow = op->inv; bow; bow = bow->below) 1600 for (bow = op->inv; bow; bow = bow->below)
1866 { 1608 {
1867 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1868 return 0; 1610 return 0;
1869 } 1611 }
1870 } 1612 }
1613
1871 if (!bow->race || !bow->skill) 1614 if (!bow->race || !bow->skill)
1872 { 1615 {
1873 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1874 return 0; 1617 return 0;
1875 } 1618 }
1877 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1878 1621
1879 /* penalize ROF for bestarrow */ 1622 /* penalize ROF for bestarrow */
1880 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1881 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1882 if (bowspeed < 1) 1626 if (bowspeed < 1)
1883 bowspeed = 1; 1627 bowspeed = 1;
1884 1628
1885 if (arrow == NULL) 1629 if (arrow == NULL)
1886 { 1630 {
1892 else 1636 else
1893 CLEAR_FLAG (op, FLAG_READY_BOW); 1637 CLEAR_FLAG (op, FLAG_READY_BOW);
1894 return 0; 1638 return 0;
1895 } 1639 }
1896 } 1640 }
1641
1897 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1898 if (mflags & P_OUT_OF_MAP) 1643 if (mflags & P_OUT_OF_MAP)
1899 {
1900 return 0; 1644 return 0;
1901 } 1645
1902 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1646 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1903 { 1647 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1648 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1905 return 0; 1649 return 0;
1906 } 1650 }
1907 1651
1908 /* this should not happen, but sometimes does */ 1652 /* this should not happen, but sometimes does */
1909 if (arrow->nrof == 0) 1653 if (arrow->nrof == 0)
1910 { 1654 {
1911 remove_ob (arrow); 1655 arrow->destroy ();
1912 free_object (arrow);
1913 return 0; 1656 return 0;
1914 } 1657 }
1915 1658
1916 left = arrow; /* these are arrows left to the player */ 1659 left = arrow; /* these are arrows left to the player */
1917 left_tag = left->count;
1918 arrow = get_split_ob (arrow, 1); 1660 arrow = get_split_ob (arrow, 1);
1919 if (arrow == NULL) 1661 if (!arrow)
1920 { 1662 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1922 return 0; 1664 return 0;
1923 } 1665 }
1924 set_owner (arrow, op); 1666
1667 arrow->set_owner (op);
1925 arrow->skill = bow->skill; 1668 arrow->skill = bow->skill;
1926
1927 arrow->direction = dir; 1669 arrow->direction = dir;
1928 arrow->x = sx;
1929 arrow->y = sy;
1930 1670
1931 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1932 { 1672 {
1933 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1934 fix_player (op); 1674 op->update_stats ();
1935 } 1675 }
1936 1676
1937 SET_ANIMATION (arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1938 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1939 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1940 arrow->stats.grace = arrow->attacktype; 1680 arrow->stats.grace = arrow->attacktype;
1941 if (arrow->slaying != NULL) 1681 if (arrow->slaying != NULL)
1942 arrow->spellarg = strdup_local (arrow->slaying); 1682 arrow->spellarg = strdup (arrow->slaying);
1943 1683
1944 /* Note that this was different for monsters - they got their level 1684 /* Note that this was different for monsters - they got their level
1945 * added to the damage. I think the strength bonus is more proper. 1685 * added to the damage. I think the strength bonus is more proper.
1946 */ 1686 */
1947 1687
1949 1689
1950 /* update the speed */ 1690 /* update the speed */
1951 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1952 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1953 1693
1954 if (arrow->speed < 1.0) 1694 arrow->set_speed (max (arrow->speed, 1.0));
1955 arrow->speed = 1.0;
1956 update_ob_speed (arrow);
1957 arrow->speed_left = 0; 1695 arrow->speed_left = 0;
1958 1696
1959 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1960 { 1698 {
1961 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1965 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1703 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1966 } 1704 }
1967 else 1705 else
1968 { 1706 {
1969 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; 1707 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1970
1971 arrow->level = op->level; 1708 arrow->level = op->level;
1972 } 1709 }
1710
1973 if (arrow->attacktype == AT_PHYSICAL) 1711 if (arrow->attacktype == AT_PHYSICAL)
1974 arrow->attacktype |= bow->attacktype; 1712 arrow->attacktype |= bow->attacktype;
1713
1975 if (bow->slaying != NULL) 1714 if (bow->slaying)
1976 arrow->slaying = bow->slaying; 1715 arrow->slaying = bow->slaying;
1977 1716
1978 arrow->map = m;
1979 arrow->move_type = MOVE_FLY_LOW; 1717 arrow->move_type = MOVE_FLY_LOW;
1980 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1981 1719
1982 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1983 tag = arrow->count; 1721 m->insert (arrow, sx, sy, op);
1984 insert_ob_in_map (arrow, m, op, 0);
1985 1722
1986 if (!was_destroyed (arrow, tag)) 1723 if (!arrow->destroyed ())
1987 move_arrow (arrow); 1724 move_arrow (arrow);
1988 1725
1989 if (op->type == PLAYER) 1726 if (op->type == PLAYER)
1990 { 1727 {
1991 if (was_destroyed (left, left_tag)) 1728 if (left->destroyed ())
1992 esrv_del_item (op->contr, left_tag); 1729 esrv_del_item (op->contr, left->count);
1993 else 1730 else
1994 esrv_send_item (op, left); 1731 esrv_send_item (op, left);
1995 } 1732 }
1733
1996 return 1; 1734 return 1;
1997} 1735}
1998 1736
1999/* Special fire code for players - this takes into 1737/* Special fire code for players - this takes into
2000 * account the special fire modes players can have 1738 * account the special fire modes players can have
2093 1831
2094 if (item->arch) 1832 if (item->arch)
2095 { 1833 {
2096 CLEAR_FLAG (item, FLAG_ANIMATE); 1834 CLEAR_FLAG (item, FLAG_ANIMATE);
2097 item->face = item->arch->clone.face; 1835 item->face = item->arch->clone.face;
2098 item->speed = 0; 1836 item->set_speed (0);
2099 update_ob_speed (item);
2100 } 1837 }
1838
2101 if ((tmp = is_player_inv (item))) 1839 if ((tmp = item->in_player ()))
2102 esrv_update_item (UPD_ANIM, tmp, item); 1840 esrv_update_item (UPD_ANIM, tmp, item);
2103 } 1841 }
2104 } 1842 }
2105 else if (item->type == ROD || item->type == HORN) 1843 else if (item->type == ROD || item->type == HORN)
2106 {
2107 drain_rod_charge (item); 1844 drain_rod_charge (item);
2108 }
2109 } 1845 }
2110} 1846}
2111 1847
2112/* Received a fire command for the player - go and do it. 1848/* Received a fire command for the player - go and do it.
2113 */ 1849 */
2136 case range_misc: 1872 case range_misc:
2137 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
2138 return; 1874 return;
2139 1875
2140 case range_golem: /* Control summoned monsters from scrolls */ 1876 case range_golem: /* Control summoned monsters from scrolls */
2141 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1877 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2142 { 1878 {
2143 op->contr->ranges[range_golem] = NULL; 1879 op->contr->ranges[range_golem] = 0;
2144 op->contr->shoottype = range_none; 1880 op->contr->shoottype = range_none;
2145 op->contr->golem_count = 0;
2146 } 1881 }
2147 else 1882 else
2148 control_golem (op->contr->ranges[range_golem], dir); 1883 control_golem (op->contr->ranges[range_golem], dir);
2149 return; 1884 return;
2150 1885
2257 * 0 otherwise 1992 * 0 otherwise
2258 */ 1993 */
2259static int 1994static int
2260player_attack_door (object *op, object *door) 1995player_attack_door (object *op, object *door)
2261{ 1996{
2262
2263 /* If its a door, try to find a use a key. If we do destroy the door, 1997 /* If its a door, try to find a use a key. If we do destroy the door,
2264 * might as well return immediately as there is nothing more to do - 1998 * might as well return immediately as there is nothing more to do -
2265 * otherwise, we fall through to the rest of the code. 1999 * otherwise, we fall through to the rest of the code.
2266 */ 2000 */
2267 object *key = find_key (op, op, door); 2001 object *key = find_key (op, op, door);
2305 * It should keep the code cleaner. 2039 * It should keep the code cleaner.
2306 * When this is called, the players direction has been updated 2040 * When this is called, the players direction has been updated
2307 * (taking into account confusion.) The player is also actually 2041 * (taking into account confusion.) The player is also actually
2308 * going to try and move (not fire weapons). 2042 * going to try and move (not fire weapons).
2309 */ 2043 */
2310
2311void 2044void
2312move_player_attack (object *op, int dir) 2045move_player_attack (object *op, int dir)
2313{ 2046{
2314 object *tmp, *mon; 2047 object *tmp, *mon;
2315 sint16 nx, ny; 2048 sint16 nx, ny;
2316 int on_battleground; 2049 int on_battleground;
2317 mapstruct *m; 2050 maptile *m;
2318 2051
2319 nx = freearr_x[dir] + op->x; 2052 nx = freearr_x[dir] + op->x;
2320 ny = freearr_y[dir] + op->y; 2053 ny = freearr_y[dir] + op->y;
2321 2054
2322 on_battleground = op_on_battleground (op, NULL, NULL); 2055 on_battleground = op_on_battleground (op, 0, 0);
2323 2056
2324 /* If braced, or can't move to the square, and it is not out of the 2057 /* If braced, or can't move to the square, and it is not out of the
2325 * map, attack it. Note order of if statement is important - don't 2058 * map, attack it. Note order of if statement is important - don't
2326 * want to be calling move_ob if braced, because move_ob will move the 2059 * want to be calling move_ob if braced, because move_ob will move the
2327 * player. This is a pretty nasty hack, because if we could 2060 * player. This is a pretty nasty hack, because if we could
2339 return; /* Don't think this should happen */ 2072 return; /* Don't think this should happen */
2340 } 2073 }
2341 else 2074 else
2342 m = op->map; 2075 m = op->map;
2343 2076
2344 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2077 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2345 { 2078 {
2346 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2079 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2347 return; 2080 return;
2348 } 2081 }
2349 2082
2350 mon = NULL; 2083 mon = 0;
2351 /* Go through all the objects, and find ones of interest. Only stop if 2084 /* Go through all the objects, and find ones of interest. Only stop if
2352 * we find a monster - that is something we know we want to attack. 2085 * we find a monster - that is something we know we want to attack.
2353 * if its a door or barrel (can roll) see if there may be monsters 2086 * if its a door or barrel (can roll) see if there may be monsters
2354 * on the space 2087 * on the space
2355 */ 2088 */
2356 while (tmp != NULL) 2089 while (tmp)
2357 { 2090 {
2358 if (tmp == op) 2091 if (tmp == op)
2359 { 2092 {
2360 tmp = tmp->above; 2093 tmp = tmp->above;
2361 continue; 2094 continue;
2362 } 2095 }
2096
2363 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2097 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2364 { 2098 {
2365 mon = tmp; 2099 mon = tmp;
2366 break; 2100 break;
2367 } 2101 }
2102
2368 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2103 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2369 mon = tmp; 2104 mon = tmp;
2105
2370 tmp = tmp->above; 2106 tmp = tmp->above;
2371 } 2107 }
2372 2108
2373 if (mon == NULL) /* This happens anytime the player tries to move */ 2109 if (!mon) /* This happens anytime the player tries to move */
2374 return; /* into a wall */ 2110 return; /* into a wall */
2375 2111
2376 if (mon->head != NULL) 2112 if (mon->head)
2377 mon = mon->head; 2113 mon = mon->head;
2378 2114
2379 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2115 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2380 if (player_attack_door (op, mon)) 2116 if (player_attack_door (op, mon))
2381 return; 2117 return;
2393 * player owns it and it is either friendly or unagressive. 2129 * player owns it and it is either friendly or unagressive.
2394 */ 2130 */
2395 if ((op->type == PLAYER) 2131 if ((op->type == PLAYER)
2396#if COZY_SERVER 2132#if COZY_SERVER
2397 && 2133 &&
2398 ((get_owner (mon) && get_owner (mon)->contr 2134 ((mon->owner && mon->owner->contr
2399 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2135 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2400#else 2136#else
2401 && get_owner (mon) == op 2137 && mon->owner == op
2402#endif 2138#endif
2403 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2139 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2404 { 2140 {
2405 /* If we're braced, we don't want to switch places with it */ 2141 /* If we're braced, we don't want to switch places with it */
2406 if (op->contr->braced) 2142 if (op->contr->braced)
2418 * attack them either. 2154 * attack them either.
2419 */ 2155 */
2420 if ((mon->type == PLAYER || mon->enemy != op) && 2156 if ((mon->type == PLAYER || mon->enemy != op) &&
2421 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2157 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2422#ifdef PROHIBIT_PLAYERKILL 2158#ifdef PROHIBIT_PLAYERKILL
2423 (op->contr->peaceful 2159 (op->contr->peaceful
2424 || (mon->type == PLAYER 2160 || (mon->type == PLAYER
2425 && mon->contr-> 2161 && mon->contr->
2426 peaceful)) && 2162 peaceful)) &&
2427#else 2163#else
2428 op->contr->peaceful && 2164 op->contr->peaceful &&
2429#endif 2165#endif
2430 !on_battleground)) 2166 !on_battleground))
2431 { 2167 {
2432 if (!op->contr->braced) 2168 if (!op->contr->braced)
2433 { 2169 {
2434 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2170 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2435 (void) push_ob (mon, dir, op); 2171 (void) push_ob (mon, dir, op);
2436 } 2172 }
2437 else 2173 else
2438 {
2439 new_draw_info (0, 0, op, "You withhold your attack"); 2174 new_draw_info (0, 0, op, "You withhold your attack");
2440 } 2175
2441 if (op->contr->tmp_invis || op->hide) 2176 if (op->contr->tmp_invis || op->hide)
2442 make_visible (op); 2177 make_visible (op);
2443 } 2178 }
2444 2179
2445 /* If the object is a boulder or other rollable object, then 2180 /* If the object is a boulder or other rollable object, then
2473 op->speed_left += op->speed / op->contr->weapon_sp; 2208 op->speed_left += op->speed / op->contr->weapon_sp;
2474 2209
2475 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2210 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2476 } 2211 }
2477 2212
2478 skill_attack (mon, op, 0, NULL, NULL); 2213 skill_attack (mon, op, 0, 0, 0);
2479 2214
2480 /* If attacking another player, that player gets automatic 2215 /* If attacking another player, that player gets automatic
2481 * hitback, and doesn't loose luck either. 2216 * hitback, and doesn't loose luck either.
2482 * Disable hitback on the battleground or if the target is 2217 * Disable hitback on the battleground or if the target is
2483 * the wiz. 2218 * the wiz.
2485 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2220 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2486 { 2221 {
2487 short luck = mon->stats.luck; 2222 short luck = mon->stats.luck;
2488 2223
2489 mon->contr->has_hit = 1; 2224 mon->contr->has_hit = 1;
2490 skill_attack (op, mon, 0, NULL, NULL); 2225 skill_attack (op, mon, 0, 0, 0);
2491 mon->stats.luck = luck; 2226 mon->stats.luck = luck;
2492 } 2227 }
2228
2493 if (action_makes_visible (op)) 2229 if (action_makes_visible (op))
2494 make_visible (op); 2230 make_visible (op);
2495 } 2231 }
2496 } /* if player should attack something */ 2232 } /* if player should attack something */
2497} 2233}
2532 2268
2533 /* Add special check for newcs players and fire on - this way, the 2269 /* Add special check for newcs players and fire on - this way, the
2534 * server can handle repeat firing. 2270 * server can handle repeat firing.
2535 */ 2271 */
2536 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2272 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2537 {
2538 op->direction = dir; 2273 op->direction = dir;
2539 }
2540 else 2274 else
2541 {
2542 op->direction = 0; 2275 op->direction = 0;
2543 } 2276
2544 /* Update how the player looks. Use the facing, so direction may 2277 /* Update how the player looks. Use the facing, so direction may
2545 * get reset to zero. This allows for full animation capabilities 2278 * get reset to zero. This allows for full animation capabilities
2546 * for players. 2279 * for players.
2547 */ 2280 */
2548 animate_object (op, op->facing); 2281 animate_object (op, op->facing);
2593 /* I've been seeing crashes where the golem has been destroyed, but 2326 /* I've been seeing crashes where the golem has been destroyed, but
2594 * the player object still points to the defunct golem. The code that 2327 * the player object still points to the defunct golem. The code that
2595 * destroys the golem looks correct, and it doesn't always happen, so 2328 * destroys the golem looks correct, and it doesn't always happen, so
2596 * put this in a a workaround to clean up the golem pointer. 2329 * put this in a a workaround to clean up the golem pointer.
2597 */ 2330 */
2598 if (op->contr->ranges[range_golem] &&
2599 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2331 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2600 {
2601 op->contr->ranges[range_golem] = NULL; 2332 op->contr->ranges[range_golem] = 0;
2602 op->contr->golem_count = 0;
2603 }
2604 2333
2605 /* call this here - we also will call this in do_ericserver, but 2334 /* call this here - we also will call this in do_ericserver, but
2606 * the players time has been increased when doericserver has been 2335 * the players time has been increased when doericserver has been
2607 * called, so we recheck it here. 2336 * called, so we recheck it here.
2608 */ 2337 */
2609 HandleClient (&op->contr->socket, op->contr); 2338 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2339 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2340 ;
2341
2610 if (op->speed_left < 0) 2342 if (op->speed_left < 0)
2611 return 0; 2343 return 0;
2612 2344
2613 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2345 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2614 { 2346 {
2623 if (op->speed_left > 0) 2355 if (op->speed_left > 0)
2624 return 1; 2356 return 1;
2625 else 2357 else
2626 return 0; 2358 return 0;
2627 } 2359 }
2360
2628 return 0; 2361 return 0;
2629} 2362}
2630 2363
2631int 2364int
2632save_life (object *op) 2365save_life (object *op)
2633{ 2366{
2634 object *tmp;
2635
2636 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2367 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2637 return 0; 2368 return 0;
2638 2369
2639 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2370 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2640 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2371 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2641 { 2372 {
2642 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2373 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2374 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2375
2644 if (op->contr) 2376 if (op->contr)
2645 esrv_del_item (op->contr, tmp->count); 2377 esrv_del_item (op->contr, tmp->count);
2646 remove_ob (tmp); 2378
2647 free_object (tmp); 2379 tmp->destroy ();
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2380 CLEAR_FLAG (op, FLAG_LIFESAVE);
2381
2649 if (op->stats.hp < 0) 2382 if (op->stats.hp < 0)
2650 op->stats.hp = op->stats.maxhp; 2383 op->stats.hp = op->stats.maxhp;
2384
2651 if (op->stats.food < 0) 2385 if (op->stats.food < 0)
2652 op->stats.food = 999; 2386 op->stats.food = 999;
2653 fix_player (op); 2387
2388 op->update_stats ();
2654 return 1; 2389 return 1;
2655 } 2390 }
2391
2656 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2392 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2657 CLEAR_FLAG (op, FLAG_LIFESAVE); 2393 CLEAR_FLAG (op, FLAG_LIFESAVE);
2658 enter_player_savebed (op); /* bring him home. */ 2394 enter_player_savebed (op); /* bring him home. */
2659 return 0; 2395 return 0;
2660} 2396}
2669{ 2405{
2670 object *next; 2406 object *next;
2671 2407
2672 while (op) 2408 while (op)
2673 { 2409 {
2674 next = op->below; /* Make sure we have a good value, in case 2410 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2675 * we remove object 'op' 2411
2676 */
2677 if (QUERY_FLAG (op, FLAG_UNPAID)) 2412 if (QUERY_FLAG (op, FLAG_UNPAID))
2678 { 2413 {
2679 remove_ob (op);
2680 op->x = env->x;
2681 op->y = env->y;
2682 if (env->type == PLAYER) 2414 if (env->type == PLAYER)
2683 esrv_del_item (env->contr, op->count); 2415 esrv_del_item (env->contr, op->count);
2684 insert_ob_in_map (op, env->map, NULL, 0); 2416
2417 op->insert_at (env);
2685 } 2418 }
2686 else if (op->inv) 2419 else if (op->inv)
2687 remove_unpaid_objects (op->inv, env); 2420 remove_unpaid_objects (op->inv, env);
2421
2688 op = next; 2422 op = next;
2689 } 2423 }
2690} 2424}
2691
2692 2425
2693/* 2426/*
2694 * Returns pointer a static string containing gravestone text 2427 * Returns pointer a static string containing gravestone text
2695 * Moved from apply.c to player.c - player.c is what 2428 * Moved from apply.c to player.c - player.c is what
2696 * actually uses this function. player.c may not be quite the 2429 * actually uses this function. player.c may not be quite the
2707 strcpy (buf2, " R.I.P.\n\n"); 2440 strcpy (buf2, " R.I.P.\n\n");
2708 if (op->type == PLAYER) 2441 if (op->type == PLAYER)
2709 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2442 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2710 else 2443 else
2711 sprintf (buf, "%s\n", &op->name); 2444 sprintf (buf, "%s\n", &op->name);
2445
2712 strncat (buf2, " ", 20 - strlen (buf) / 2); 2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2713 strcat (buf2, buf); 2447 strcat (buf2, buf);
2714 if (op->type == PLAYER) 2448 if (op->type == PLAYER)
2715 sprintf (buf, "who was in level %d when killed\n", op->level); 2449 sprintf (buf, "who was in level %d when killed\n", op->level);
2716 else 2450 else
2717 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2451 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2452
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2453 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2454 strcat (buf2, buf);
2720 if (op->type == PLAYER) 2455 if (op->type == PLAYER)
2721 { 2456 {
2722 sprintf (buf, "by %s.\n\n", op->contr->killer); 2457 sprintf (buf, "by %s.\n\n", op->contr->killer);
2723 strncat (buf2, " ", 21 - strlen (buf) / 2); 2458 strncat (buf2, " ", 21 - strlen (buf) / 2);
2724 strcat (buf2, buf); 2459 strcat (buf2, buf);
2725 } 2460 }
2461
2726 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2462 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2727 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2728 strcat (buf2, buf); 2464 strcat (buf2, buf);
2465
2729 return buf2; 2466 return buf2;
2730} 2467}
2731
2732
2733 2468
2734void 2469void
2735do_some_living (object *op) 2470do_some_living (object *op)
2736{ 2471{
2737 int last_food = op->stats.food; 2472 int last_food = op->stats.food;
2746 const int max_grace = 1; 2481 const int max_grace = 1;
2747 2482
2748 if (op->contr->outputs_sync) 2483 if (op->contr->outputs_sync)
2749 { 2484 {
2750 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2485 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2751 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2486 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2752 flush_output_element (op, &op->contr->outputs[i]); 2487 flush_output_element (op, &op->contr->outputs[i]);
2753 } 2488 }
2754 2489
2755 if (op->contr->state == ST_PLAYING) 2490 if (op->contr->ns->state == ST_PLAYING)
2756 { 2491 {
2757
2758 /* these next three if clauses make it possible to SLOW DOWN 2492 /* these next three if clauses make it possible to SLOW DOWN
2759 hp/grace/spellpoint regeneration. */ 2493 hp/grace/spellpoint regeneration. */
2760 if (op->contr->gen_hp >= 0) 2494 if (op->contr->gen_hp >= 0)
2761 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2495 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2762 else 2496 else
2763 { 2497 {
2764 gen_hp = op->stats.maxhp; 2498 gen_hp = op->stats.maxhp;
2765 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2499 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2766 } 2500 }
2501
2767 if (op->contr->gen_sp >= 0) 2502 if (op->contr->gen_sp >= 0)
2768 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2503 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2769 else 2504 else
2770 { 2505 {
2771 gen_sp = op->stats.maxsp; 2506 gen_sp = op->stats.maxsp;
2772 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2507 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2773 } 2508 }
2509
2774 if (op->contr->gen_grace >= 0) 2510 if (op->contr->gen_grace >= 0)
2775 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2511 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2776 else 2512 else
2777 { 2513 {
2778 gen_grace = op->stats.maxgrace; 2514 gen_grace = op->stats.maxgrace;
2794 op->stats.food += op->contr->digestion; 2530 op->stats.food += op->contr->digestion;
2795 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2796 op->stats.food = last_food; 2532 op->stats.food = last_food;
2797 } 2533 }
2798 } 2534 }
2535
2799 if (max_sp > 1) 2536 if (max_sp > 1)
2800 { 2537 {
2801 over_sp = (gen_sp + 10) / rate_sp; 2538 over_sp = (gen_sp + 10) / rate_sp;
2802 if (over_sp > 0) 2539 if (over_sp > 0)
2803 { 2540 {
2804 if (op->stats.sp < op->stats.maxsp) 2541 if (op->stats.sp < op->stats.maxsp)
2805 { 2542 {
2806 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2543 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2544
2807 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2545 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2808 op->stats.sp--; 2546 op->stats.sp--;
2547
2809 if (op->stats.sp > op->stats.maxsp) 2548 if (op->stats.sp > op->stats.maxsp)
2810 op->stats.sp = op->stats.maxsp; 2549 op->stats.sp = op->stats.maxsp;
2811 } 2550 }
2812 op->last_sp = 0; 2551 op->last_sp = 0;
2813 } 2552 }
2814 else 2553 else
2815 {
2816 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2554 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2817 }
2818 } 2555 }
2819 else 2556 else
2820 {
2821 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2557 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2822 }
2823 } 2558 }
2824 2559
2825 /* Regenerate Grace */ 2560 /* Regenerate Grace */
2826 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2561 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2827 if (--op->last_grace < 0) 2562 if (--op->last_grace < 0)
2828 { 2563 {
2829 if (op->stats.grace < op->stats.maxgrace / 2) 2564 if (op->stats.grace < op->stats.maxgrace / 2)
2830 op->stats.grace++; /* no penalty in food for regaining grace */ 2565 op->stats.grace++; /* no penalty in food for regaining grace */
2566
2831 if (max_grace > 1) 2567 if (max_grace > 1)
2832 { 2568 {
2833 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2569 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2834 if (over_grace > 0) 2570 if (over_grace > 0)
2835 { 2571 {
2863 op->stats.food += op->contr->digestion; 2599 op->stats.food += op->contr->digestion;
2864 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2600 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2865 op->stats.food = last_food; 2601 op->stats.food = last_food;
2866 } 2602 }
2867 } 2603 }
2604
2868 if (max_hp > 1) 2605 if (max_hp > 1)
2869 { 2606 {
2870 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2607 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2871 if (over_hp > 0) 2608 if (over_hp > 0)
2872 { 2609 {
2896 2633
2897 if (op->contr->gen_hp > 0) 2634 if (op->contr->gen_hp > 0)
2898 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2635 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2899 else 2636 else
2900 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2637 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2638
2901 /* dms do not consume food */ 2639 /* dms do not consume food */
2902 if (!QUERY_FLAG (op, FLAG_WIZ)) 2640 if (!QUERY_FLAG (op, FLAG_WIZ))
2903 op->stats.food--; 2641 op->stats.food--;
2904 } 2642 }
2905 }
2906 2643
2907 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2644 if (op->stats.food < 0 && op->stats.hp >= 0)
2908 { 2645 {
2909 object *tmp, *flesh = NULL; 2646 object *tmp, *flesh = 0;
2910 2647
2911 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2648 for (tmp = op->inv; tmp; tmp = tmp->below)
2912 { 2649 {
2913 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2650 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2914 {
2915 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2916 { 2651 {
2652 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2653 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2654 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2918 manual_apply (op, tmp, 0); 2655 manual_apply (op, tmp, 0);
2919 if (op->stats.food >= 0 || op->stats.hp < 0) 2656 if (op->stats.food >= 0 || op->stats.hp < 0)
2920 break; 2657 break;
2921 } 2658 }
2922 else if (tmp->type == FLESH) 2659 else if (tmp->type == FLESH)
2923 flesh = tmp; 2660 flesh = tmp;
2924 } /* End if paid for object */ 2661 } /* End if paid for object */
2925 } /* end of for loop */ 2662 } /* end of for loop */
2663
2926 /* If player is still starving, it means they don't have any food, so 2664 /* If player is still starving, it means they don't have any food, so
2927 * eat flesh instead. 2665 * eat flesh instead.
2928 */ 2666 */
2929 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2667 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2930 { 2668 {
2931 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2669 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2932 manual_apply (op, flesh, 0); 2670 manual_apply (op, flesh, 0);
2933 } 2671 }
2934 } /* end if player is starving */ 2672 }
2935 2673
2936 while (op->stats.food < 0 && op->stats.hp > 0) 2674 while (op->stats.food < 0 && op->stats.hp >= 0)
2937 op->stats.food++, op->stats.hp--; 2675 op->stats.food++, op->stats.hp--;
2938 2676
2939 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2677 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2940 kill_player (op); 2678 kill_player (op);
2679 }
2941} 2680}
2942
2943
2944 2681
2945/* If the player should die (lack of hp, food, etc), we call this. 2682/* If the player should die (lack of hp, food, etc), we call this.
2946 * op is the player in jeopardy. If the player can not be saved (not 2683 * op is the player in jeopardy. If the player can not be saved (not
2947 * permadeath, no lifesave), this will take care of removing the player 2684 * permadeath, no lifesave), this will take care of removing the player
2948 * file. 2685 * file.
2952{ 2689{
2953 char buf[MAX_BUF]; 2690 char buf[MAX_BUF];
2954 int x, y; 2691 int x, y;
2955 2692
2956 //int i; 2693 //int i;
2957 mapstruct *map; /* this is for resurrection */ 2694 maptile *map; /* this is for resurrection */
2958 2695
2959 /* int z; 2696 /* int z;
2960 int num_stats_lose; 2697 int num_stats_lose;
2961 int lost_a_stat; 2698 int lost_a_stat;
2962 int lose_this_stat; 2699 int lose_this_stat;
2978 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2979 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2716 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2980 2717
2981 /* restore player */ 2718 /* restore player */
2982 at = archetype::find ("poisoning"); 2719 at = archetype::find ("poisoning");
2983 tmp = present_arch_in_ob (at, op); 2720 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2721 {
2986 remove_ob (tmp); 2722 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2989 } 2724 }
2990 2725
2991 at = archetype::find ("confusion"); 2726 at = archetype::find ("confusion");
2992 tmp = present_arch_in_ob (at, op); 2727 if (object *tmp = present_arch_in_ob (at, op))
2993 if (tmp)
2994 { 2728 {
2995 remove_ob (tmp); 2729 tmp->destroy ();
2996 free_object (tmp);
2997 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2998 } 2731 }
2999 2732
3000 cure_disease (op, 0); /* remove any disease */ 2733 cure_disease (op, 0); /* remove any disease */
3001 op->stats.hp = op->stats.maxhp; 2734 op->stats.hp = op->stats.maxhp;
3002 if (op->stats.food <= 0) 2735 if (op->stats.food <= 0)
3003 op->stats.food = 999; 2736 op->stats.food = 999;
3004 2737
3005 /* create a bodypart-trophy to make the winner happy */ 2738 /* create a bodypart-trophy to make the winner happy */
3006 tmp = arch_to_object (archetype::find ("finger")); 2739 if (object *tmp = arch_to_object (archetype::find ("finger")))
3007 if (tmp != NULL)
3008 { 2740 {
3009 sprintf (buf, "%s's finger", &op->name); 2741 sprintf (buf, "%s's finger", &op->name);
3010 tmp->name = buf; 2742 tmp->name = buf;
3011 sprintf (buf, " This finger has been cut off %s\n" 2743 sprintf (buf, " This finger has been cut off %s\n"
3012 " the %s, when he was defeated at\n level %d by %s.\n", 2744 " the %s, when he was defeated at\n level %d by %s.\n",
3013 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2745 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3014 tmp->msg = buf; 2746 tmp->msg = buf;
3015 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2747 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3016 tmp->materialname = NULL; 2748 tmp->materialname = NULL;
3017 tmp->x = op->x, tmp->y = op->y; 2749 op->insert_at (tmp, op);
3018 insert_ob_in_map (tmp, op->map, op, 0);
3019 } 2750 }
3020 2751
3021 /* teleport defeated player to new destination */ 2752 /* teleport defeated player to new destination */
3022 transfer_ob (op, x, y, 0, NULL); 2753 transfer_ob (op, x, y, 0, NULL);
3023 op->contr->braced = 0; 2754 op->contr->braced = 0;
3049 op->stats.hp = op->stats.maxhp; 2780 op->stats.hp = op->stats.maxhp;
3050 return; 2781 return;
3051 } 2782 }
3052 sprintf (buf, "%s died.", &op->name); 2783 sprintf (buf, "%s died.", &op->name);
3053 } 2784 }
2785
3054 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2786 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3055 2787
3056 /* save the map location for corpse, gravestone */ 2788 /* save the map location for corpse, gravestone */
3057 x = op->x; 2789 x = op->x;
3058 y = op->y; 2790 y = op->y;
3059 map = op->map; 2791 map = op->map;
3060 2792
3061
3062 if (settings.not_permadeth == TRUE)
3063 {
3064 /* NOT_PERMADEATH code. This basically brings the character back to 2793 /* NOT_PERMADEATH code. This basically brings the character back to
3065 * life if they are dead - it takes some exp and a random stat. 2794 * life if they are dead - it takes some exp and a random stat.
3066 * See the config.h file for a little more in depth detail about this. 2795 * See the config.h file for a little more in depth detail about this.
3067 */ 2796 */
3068 2797
3069 /* Basically two ways to go - remove a stat permanently, or just 2798 /* Basically two ways to go - remove a stat permanently, or just
3070 * make it depletion. This bunch of code deals with that aspect 2799 * make it depletion. This bunch of code deals with that aspect
3071 * of death. 2800 * of death.
3072 */ 2801 */
3073#ifndef COZY_SERVER 2802#ifndef COZY_SERVER
3074 if (settings.balanced_stat_loss) 2803 if (settings.balanced_stat_loss)
3075 { 2804 {
3076 /* If stat loss is permanent, lose one stat only. */ 2805 /* If stat loss is permanent, lose one stat only. */
3077 /* Lower level chars don't lose as many stats because they suffer 2806 /* Lower level chars don't lose as many stats because they suffer
3078 more if they do. */ 2807 more if they do. */
3079 /* Higher level characters can afford things such as potions of 2808 /* Higher level characters can afford things such as potions of
3080 restoration, or better, stat potions. So we slug them that 2809 restoration, or better, stat potions. So we slug them that
3081 little bit harder. */ 2810 little bit harder. */
3082 /* GD */ 2811 /* GD */
3083 if (settings.stat_loss_on_death) 2812 if (settings.stat_loss_on_death)
3084 num_stats_lose = 1; 2813 num_stats_lose = 1;
3085 else
3086 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3087 }
3088 else 2814 else
3089 { 2815 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2816 }
2817 else
3090 num_stats_lose = 1; 2818 num_stats_lose = 1;
3091 } 2819
3092 lost_a_stat = 0; 2820 lost_a_stat = 0;
3093 2821
3094 for (z = 0; z < num_stats_lose; z++) 2822 for (z = 0; z < num_stats_lose; z++)
3095 { 2823 {
3096 i = RANDOM () % NUM_STATS; 2824 i = RANDOM () % NUM_STATS;
3097 2825
3098 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
3099 { 2827 {
3100 /* Pick a random stat and take a point off it. Tell the player 2828 /* Pick a random stat and take a point off it. Tell the player
3101 * what he lost. 2829 * what he lost.
3102 */ 2830 */
3103 change_attr_value (&(op->stats), i, -1); 2831 change_attr_value (&(op->stats), i, -1);
3104 check_stat_bounds (&(op->stats)); 2832 check_stat_bounds (&(op->stats));
3105 change_attr_value (&(op->contr->orig_stats), i, -1); 2833 change_attr_value (&(op->contr->orig_stats), i, -1);
3106 check_stat_bounds (&(op->contr->orig_stats)); 2834 check_stat_bounds (&(op->contr->orig_stats));
3107 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3108 lost_a_stat = 1; 2836 lost_a_stat = 1;
2837 }
2838 else
2839 {
2840 /* deplete a stat */
2841 archetype *deparch = archetype::find ("depletion");
2842 object *dep;
2843
2844 dep = present_arch_in_ob (deparch, op);
2845 if (!dep)
2846 {
2847 dep = arch_to_object (deparch);
2848 insert_ob_in_ob (dep, op);
3109 } 2849 }
3110 else 2850 lose_this_stat = 1;
2851 if (settings.balanced_stat_loss)
3111 { 2852 {
3112 /* deplete a stat */ 2853 /* GD */
3113 archetype *deparch = archetype::find ("depletion"); 2854 /* Get the stat that we're about to deplete. */
3114 object *dep; 2855 this_stat = get_attr_value (&(dep->stats), i);
3115 2856 if (this_stat < 0)
3116 dep = present_arch_in_ob (deparch, op);
3117 if (!dep)
3118 { 2857 {
3119 dep = arch_to_object (deparch); 2858 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3120 insert_ob_in_ob (dep, op); 2859 int keep_chance = this_stat * this_stat;
3121 } 2860
3122 lose_this_stat = 1; 2861 /* Yes, I am paranoid. Sue me. */
3123 if (settings.balanced_stat_loss)
3124 {
3125 /* GD */
3126 /* Get the stat that we're about to deplete. */
3127 this_stat = get_attr_value (&(dep->stats), i);
3128 if (this_stat < 0) 2862 if (keep_chance < 1)
2863 keep_chance = 1;
2864
2865 /* There is a maximum depletion total per level. */
2866 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3129 { 2867 {
3130 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3131 int keep_chance = this_stat * this_stat;
3132
3133 /* Yes, I am paranoid. Sue me. */
3134 if (keep_chance < 1)
3135 keep_chance = 1;
3136
3137 /* There is a maximum depletion total per level. */
3138 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3139 {
3140 lose_this_stat = 0; 2868 lose_this_stat = 0;
3141 /* Take loss chance vs keep chance to see if we 2869 /* Take loss chance vs keep chance to see if we
3142 retain the stat. */ 2870 retain the stat. */
3143 }
3144 else
3145 {
3146 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3147 lose_this_stat = 0;
3148 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3149 this_stat, keep_chance, loss_chance,
3150 lose_this_stat?"LOSE":"KEEP"); */
3151 }
3152 } 2871 }
3153 }
3154
3155 if (lose_this_stat)
3156 {
3157 this_stat = get_attr_value (&(dep->stats), i);
3158 /* We could try to do something clever like find another
3159 * stat to reduce if this fails. But chances are, if
3160 * stats have been depleted to -50, all are pretty low
3161 * and should be roughly the same, so it shouldn't make a
3162 * difference.
3163 */ 2872 else
3164 if (this_stat >= -50)
3165 { 2873 {
3166 change_attr_value (&(dep->stats), i, -1); 2874 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3167 SET_FLAG (dep, FLAG_APPLIED);
3168 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3169 fix_player (op);
3170 lost_a_stat = 1; 2875 lose_this_stat = 0;
2876 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2877 this_stat, keep_chance, loss_chance,
2878 lose_this_stat?"LOSE":"KEEP"); */
3171 } 2879 }
3172 } 2880 }
3173 } 2881 }
2882
2883 if (lose_this_stat)
2884 {
2885 this_stat = get_attr_value (&(dep->stats), i);
2886 /* We could try to do something clever like find another
2887 * stat to reduce if this fails. But chances are, if
2888 * stats have been depleted to -50, all are pretty low
2889 * and should be roughly the same, so it shouldn't make a
2890 * difference.
2891 */
2892 if (this_stat >= -50)
2893 {
2894 change_attr_value (&(dep->stats), i, -1);
2895 SET_FLAG (dep, FLAG_APPLIED);
2896 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2897 op->update_stats ();
2898 lost_a_stat = 1;
2899 }
3174 } 2900 }
2901 }
2902 }
3175 /* If no stat lost, tell the player. */ 2903 /* If no stat lost, tell the player. */
3176 if (!lost_a_stat) 2904 if (!lost_a_stat)
3177 { 2905 {
3178 /* determine_god() seems to not work sometimes... why is this? 2906 /* determine_god() seems to not work sometimes... why is this?
3179 Should I be using something else? GD */ 2907 Should I be using something else? GD */
3180 const char *god = determine_god (op); 2908 const char *god = determine_god (op);
3181 2909
3182 if (god && (strcmp (god, "none"))) 2910 if (god && (strcmp (god, "none")))
3183 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2911 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3184 else 2912 else
3185 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2913 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3186 } 2914 }
2915#else
2916 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3187#endif 2917#endif
3188 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3189 2918
3190 /* Put a gravestone up where the character 'almost' died. List the 2919 /* Put a gravestone up where the character 'almost' died. List the
3191 * exp loss on the stone. 2920 * exp loss on the stone.
3192 */ 2921 */
3193 tmp = arch_to_object (archetype::find ("gravestone")); 2922 tmp = arch_to_object (archetype::find ("gravestone"));
3194 sprintf (buf, "%s's gravestone", &op->name); 2923 sprintf (buf, "%s's gravestone", &op->name);
3195 tmp->name = buf; 2924 tmp->name = buf;
3196 sprintf (buf, "%s's gravestones", &op->name); 2925 sprintf (buf, "%s's gravestones", &op->name);
3197 tmp->name_pl = buf; 2926 tmp->name_pl = buf;
3198 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); 2927 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);
3199 tmp->msg = buf; 2928 tmp->msg = buf;
3200 tmp->x = op->x, tmp->y = op->y; 2929 tmp->x = op->x, tmp->y = op->y;
3201 insert_ob_in_map (tmp, op->map, NULL, 0); 2930 insert_ob_in_map (tmp, op->map, NULL, 0);
3202 2931
3203 /**************************************/ 2932 /**************************************/
3204 /* */ 2933 /* */
3205 /* Subtract the experience points, */ 2934 /* Subtract the experience points, */
3206 /* if we died cause of food, give us */ 2935 /* if we died cause of food, give us */
3207 /* food, and reset HP's... */ 2936 /* food, and reset HP's... */
3208 /* */ 2937 /* */
3209
3210 /**************************************/ 2938 /**************************************/
3211 2939
3212 /* remove any poisoning and confusion the character may be suffering. */ 2940 /* remove any poisoning and confusion the character may be suffering. */
3213 /* restore player */ 2941 /* restore player */
3214 at = archetype::find ("poisoning"); 2942 at = archetype::find ("poisoning");
3215 tmp = present_arch_in_ob (at, op); 2943 tmp = present_arch_in_ob (at, op);
2944
3216 if (tmp) 2945 if (tmp)
3217 { 2946 {
3218 remove_ob (tmp); 2947 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3221 } 2949 }
3222 2950
3223 at = archetype::find ("confusion"); 2951 at = archetype::find ("confusion");
3224 tmp = present_arch_in_ob (at, op); 2952 tmp = present_arch_in_ob (at, op);
3225 if (tmp) 2953 if (tmp)
3226 { 2954 {
3227 remove_ob (tmp); 2955 tmp->destroy ();
3228 free_object (tmp);
3229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3230 } 2957 }
2958
3231 cure_disease (op, 0); /* remove any disease */ 2959 cure_disease (op, 0); /* remove any disease */
3232 2960
3233 /*add_exp(op, (op->stats.exp * -0.20)); */ 2961 /*add_exp(op, (op->stats.exp * -0.20)); */
3234 apply_death_exp_penalty (op); 2962 apply_death_exp_penalty (op);
3235 if (op->stats.food < 100) 2963 if (op->stats.food < 100)
3236 op->stats.food = 900; 2964 op->stats.food = 900;
3237 op->stats.hp = op->stats.maxhp; 2965 op->stats.hp = op->stats.maxhp;
3238 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2966 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3239 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2967 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3240 2968
3241 /* 2969 /*
3242 * Check to see if the player is in a shop. IF so, then check to see if 2970 * Check to see if the player is in a shop. IF so, then check to see if
3243 * the player has any unpaid items. If so, remove them and put them back 2971 * the player has any unpaid items. If so, remove them and put them back
3244 * in the map. 2972 * in the map.
3245 */ 2973 */
3246 2974
3247 if (is_in_shop (op)) 2975 if (is_in_shop (op))
3248 remove_unpaid_objects (op->inv, op); 2976 remove_unpaid_objects (op->inv, op);
3249 2977
3250 /****************************************/ 2978 /****************************************/
3251 /* */ 2979 /* */
3252 /* Move player to his current respawn- */ 2980 /* Move player to his current respawn- */
3253 /* position (usually last savebed) */ 2981 /* position (usually last savebed) */
3254 /* */ 2982 /* */
3255
3256 /****************************************/ 2983 /****************************************/
3257 2984
3258 enter_player_savebed (op); 2985 enter_player_savebed (op);
3259 2986
3260 /* Save the player before inserting the force to reduce 2987 /* Save the player before inserting the force to reduce
3261 * chance of abuse. 2988 * chance of abuse.
3262 */ 2989 */
3263 op->contr->braced = 0; 2990 op->contr->braced = 0;
3264 save_player (op, 1); 2991 op->contr->save ();
3265 2992
3266 /* it is possible that the player has blown something up 2993 /* it is possible that the player has blown something up
3267 * at his savebed location, and that can have long lasting 2994 * at his savebed location, and that can have long lasting
3268 * spell effects. So first see if there is a spell effect 2995 * spell effects. So first see if there is a spell effect
3269 * on the space that might harm the player. 2996 * on the space that might harm the player.
3270 */ 2997 */
3271 will_kill_again = 0; 2998 will_kill_again = 0;
3272 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2999 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3273 {
3274 if (tmp->type == SPELL_EFFECT) 3000 if (tmp->type == SPELL_EFFECT)
3275 will_kill_again |= tmp->attacktype; 3001 will_kill_again |= tmp->attacktype;
3276 } 3002
3277 if (will_kill_again) 3003 if (will_kill_again)
3278 { 3004 {
3279 object *force; 3005 object *force;
3280 int at; 3006 int at;
3281 3007
3282 force = get_archetype (FORCE_NAME); 3008 force = get_archetype (FORCE_NAME);
3283 /* 50 ticks should be enough time for the spell to abate */ 3009 /* 50 ticks should be enough time for the spell to abate */
3284 force->speed = 0.1; 3010 force->speed = 0.1;
3285 force->speed_left = -5.0; 3011 force->speed_left = -5.0;
3286 SET_FLAG (force, FLAG_APPLIED); 3012 SET_FLAG (force, FLAG_APPLIED);
3287 for (at = 0; at < NROFATTACKS; at++) 3013 for (at = 0; at < NROFATTACKS; at++)
3288 {
3289 if (will_kill_again & (1 << at)) 3014 if (will_kill_again & (1 << at))
3290 force->resist[at] = 100; 3015 force->resist[at] = 100;
3291 } 3016
3292 insert_ob_in_ob (force, op); 3017 insert_ob_in_ob (force, op);
3293 fix_player (op); 3018 op->update_stats ();
3294 3019
3295 } 3020 }
3296 3021
3297 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3022 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3298 return;
3299 } /* NOT_PERMADETH */
3300 else
3301 {
3302 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3303 * should probably be embedded in an else statement.
3304 */
3305
3306 op->contr->party = NULL;
3307 if (settings.set_title == TRUE)
3308 op->contr->own_title[0] = '\0';
3309 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3310 check_score (op);
3311 if (op->contr->ranges[range_golem] != NULL)
3312 {
3313 remove_friendly_object (op->contr->ranges[range_golem]);
3314 remove_ob (op->contr->ranges[range_golem]);
3315 free_object (op->contr->ranges[range_golem]);
3316 op->contr->ranges[range_golem] = NULL;
3317 op->contr->golem_count = 0;
3318 }
3319 loot_object (op); /* Remove some of the items for good */
3320 remove_ob (op);
3321 op->direction = 0;
3322
3323 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3324 {
3325 delete_character (op->name, 0);
3326 if (settings.resurrection == TRUE)
3327 {
3328 /* save playerfile sans equipment when player dies
3329 ** then save it as player.pl.dead so that future resurrection
3330 ** type spells will work on them nicely
3331 */
3332 delete_character (op->name, 0);
3333 op->stats.hp = op->stats.maxhp;
3334 op->stats.food = 999;
3335
3336 /* set the location of where the person will reappear when */
3337 /* maybe resurrection code should fix map also */
3338 strcpy (op->contr->maplevel, settings.emergency_mapname);
3339 if (op->map != NULL)
3340 op->map = NULL;
3341 op->x = settings.emergency_x;
3342 op->y = settings.emergency_y;
3343 save_player (op, 0);
3344 op->map = map;
3345 /* please see resurrection.c: peterm */
3346 dead_player (op);
3347 }
3348 else
3349 delete_character (op->name, 1);
3350 }
3351
3352 play_again (op);
3353
3354 /* peterm: added to create a corpse at deathsite. */
3355 tmp = arch_to_object (archetype::find ("corpse_pl"));
3356 sprintf (buf, "%s", &op->name);
3357 tmp->name = tmp->name_pl = buf;
3358 tmp->level = op->level;
3359 tmp->x = x;
3360 tmp->y = y;
3361 tmp->msg = gravestone_text (op);
3362 SET_FLAG (tmp, FLAG_UNIQUE);
3363 insert_ob_in_map (tmp, map, NULL, 0);
3364 }
3365} 3023}
3366
3367 3024
3368void 3025void
3369loot_object (object *op) 3026loot_object (object *op)
3370{ /* Grab and destroy some treasure */ 3027{ /* Grab and destroy some treasure */
3371 object *tmp, *tmp2, *next; 3028 object *tmp, *tmp2, *next;
3372 3029
3373 if (op->container) 3030 if (op->container)
3374 { /* close open sack first */
3375 esrv_apply_container (op, op->container); 3031 esrv_apply_container (op, op->container); /* close open sack first */
3376 }
3377 3032
3378 for (tmp = op->inv; tmp != NULL; tmp = next) 3033 for (tmp = op->inv; tmp; tmp = next)
3379 { 3034 {
3380 next = tmp->below; 3035 next = tmp->below;
3381 if (tmp->type == EXPERIENCE || tmp->invisible) 3036
3037 if (tmp->invisible)
3382 continue; 3038 continue;
3383 remove_ob (tmp); 3039
3040 tmp->remove ();
3384 tmp->x = op->x, tmp->y = op->y; 3041 tmp->x = op->x, tmp->y = op->y;
3385 if (tmp->type == CONTAINER) 3042 if (tmp->type == CONTAINER)
3386 { /* empty container to ground */ 3043 { /* empty container to ground */
3387 loot_object (tmp); 3044 loot_object (tmp);
3388 } 3045 }
3389 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3046 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3390 { 3047 {
3391 if (tmp->nrof > 1) 3048 if (tmp->nrof > 1)
3392 { 3049 {
3393 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3050 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3394 free_object (tmp2); 3051 tmp2->destroy ();
3395 insert_ob_in_map (tmp, op->map, NULL, 0); 3052 insert_ob_in_map (tmp, op->map, NULL, 0);
3396 } 3053 }
3397 else 3054 else
3398 free_object (tmp); 3055 tmp->destroy ();
3399 } 3056 }
3400 else 3057 else
3401 insert_ob_in_map (tmp, op->map, NULL, 0); 3058 insert_ob_in_map (tmp, op->map, NULL, 0);
3402 } 3059 }
3403} 3060}
3409 */ 3066 */
3410 3067
3411void 3068void
3412fix_weight (void) 3069fix_weight (void)
3413{ 3070{
3414 player *pl; 3071 for_all_players (pl)
3415
3416 for (pl = first_player; pl != NULL; pl = pl->next)
3417 { 3072 {
3418 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3073 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3419 3074
3420 if (old == sum) 3075 if (old == sum)
3421 continue; 3076 continue;
3422 fix_player (pl->ob); 3077 pl->ob->update_stats ();
3423 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3078 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3424 } 3079 }
3425} 3080}
3426 3081
3427void 3082void
3428fix_luck (void) 3083fix_luck (void)
3429{ 3084{
3430 player *pl; 3085 for_all_players (pl)
3431
3432 for (pl = first_player; pl != NULL; pl = pl->next)
3433 if (!pl->ob->contr->state) 3086 if (!pl->ob->contr->ns->state)
3434 change_luck (pl->ob, 0); 3087 pl->ob->change_luck (0);
3435} 3088}
3436
3437 3089
3438/* cast_dust() - handles op throwing objects of type 'DUST'. 3090/* cast_dust() - handles op throwing objects of type 'DUST'.
3439 * This is much simpler in the new spell code - we basically 3091 * This is much simpler in the new spell code - we basically
3440 * just treat this as any other spell casting object. 3092 * just treat this as any other spell casting object.
3441 */ 3093 */
3442
3443void 3094void
3444cast_dust (object *op, object *throw_ob, int dir) 3095cast_dust (object *op, object *throw_ob, int dir)
3445{ 3096{
3446 object *skop, *spob; 3097 object *skop, *spob;
3447 3098
3468 if (op->type == PLAYER) 3119 if (op->type == PLAYER)
3469 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3120 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3470 3121
3471 cast_spell (op, throw_ob, dir, spob, NULL); 3122 cast_spell (op, throw_ob, dir, spob, NULL);
3472 3123
3473 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3124 throw_ob->destroy ();
3474 remove_ob (throw_ob);
3475 free_object (throw_ob);
3476} 3125}
3477 3126
3478void 3127void
3479make_visible (object *op) 3128make_visible (object *op)
3480{ 3129{
3494 object *tmp = NULL; 3143 object *tmp = NULL;
3495 3144
3496 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3145 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3497 return 1; 3146 return 1;
3498 3147
3499 if (op->type == PLAYER)
3500 for (tmp = op->inv; tmp; tmp = tmp->below)
3501 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3502 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3503 return 1;
3504 return 0; 3148 return 0;
3505} 3149}
3506 3150
3507/* look at the surrounding terrain to determine 3151/* look at the surrounding terrain to determine
3508 * the hideability of this object. Positive levels 3152 * the hideability of this object. Positive levels
3596int 3240int
3597stand_near_hostile (object *who) 3241stand_near_hostile (object *who)
3598{ 3242{
3599 object *tmp = NULL; 3243 object *tmp = NULL;
3600 int i, friendly = 0, player = 0, mflags; 3244 int i, friendly = 0, player = 0, mflags;
3601 mapstruct *m; 3245 maptile *m;
3602 sint16 x, y; 3246 sint16 x, y;
3603 3247
3604 if (!who) 3248 if (!who)
3605 return 0; 3249 return 0;
3606 3250
3623 if (mflags & P_OUT_OF_MAP) 3267 if (mflags & P_OUT_OF_MAP)
3624 continue; 3268 continue;
3625 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3269 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3626 continue; 3270 continue;
3627 3271
3628 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3272 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3629 { 3273 {
3630 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3274 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3631 return 1; 3275 return 1;
3632 else if (tmp->type == PLAYER) 3276 else if (tmp->type == PLAYER)
3633 { 3277 {
3687 3331
3688 /* only the viewable area the player sees is updated by LOS 3332 /* only the viewable area the player sees is updated by LOS
3689 * code, so we need to restrict ourselves to that range of values 3333 * code, so we need to restrict ourselves to that range of values
3690 * for any meaningful values. 3334 * for any meaningful values.
3691 */ 3335 */
3692 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3693 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3337 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3694 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3338 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3695 return 1; 3339 return 1;
3696 op = op->more; 3340 op = op->more;
3697 } 3341 }
3698 return 0; 3342 return 0;
3699} 3343}
3885 { 3529 {
3886 /* forces in the treasurelist can alter the player's stats */ 3530 /* forces in the treasurelist can alter the player's stats */
3887 object *skin; 3531 object *skin;
3888 3532
3889 /* first get the dragon skin force */ 3533 /* first get the dragon skin force */
3534 shstr_cmp dragon_skin_force ("dragon_skin_force");
3890 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3535 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3536 ;
3537
3891 if (skin == NULL) 3538 if (!skin)
3892 return; 3539 return;
3893 3540
3894 /* adding new spellpath attunements */ 3541 /* adding new spellpath attunements */
3895 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3542 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3896 { 3543 {

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