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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC

27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36player *
39find_player (const char *plname) 37find_player (const char *plname)
40{ 38{
41 player *pl; 39 player *pl;
42 40
43 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
46 return pl; 43 return pl;
47 }; 44
48 return NULL; 45 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75} 46}
76 47
77void 48void
78display_motd (const object *op) 49display_motd (const object *op)
79{ 50{
83 int comp; 54 int comp;
84 int size; 55 int size;
85 56
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 59 return;
90 } 60
91 motd[0] = '\0'; 61 motd[0] = '\0';
92 size = 0; 62 size = 0;
63
93 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
94 { 65 {
95 if (*buf == '#') 66 if (*buf == '#')
96 continue; 67 continue;
68
97 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 70 size += strlen (buf);
99 } 71 }
72
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
102} 75}
103 76
104void 77void
110 int comp; 83 int comp;
111 int size; 84 int size;
112 85
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 88 return;
117 } 89
118 rules[0] = '\0'; 90 rules[0] = '\0';
119 size = 0; 91 size = 0;
92
120 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
121 { 94 {
122 if (*buf == '#') 95 if (*buf == '#')
123 continue; 96 continue;
97
124 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
125 { 99 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 101 break;
128 } 102 }
103
129 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 105 size += strlen (buf);
131 } 106 }
107
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
134} 110}
135 111
136void 112void
144 int size; 120 int size;
145 121
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 124 return;
125
149 news[0] = '\0'; 126 news[0] = '\0';
150 subject[0] = '\0'; 127 subject[0] = '\0';
151 size = 0; 128 size = 0;
129
152 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 131 {
154 if (*buf == '#') 132 if (*buf == '#')
155 continue; 133 continue;
134
156 if (*buf == '%') 135 if (*buf == '%')
157 { /* send one news */ 136 { /* send one news */
158 if (size > 0) 137 if (size > 0)
159 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 138 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 */
160 strcpy (subject, buf + 1); 139 strcpy (subject, buf + 1);
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
180} 159}
181 160
182int 161/* This loads the first map an puts the player on it. */
183playername_ok (const char *cp) 162static void
163set_first_map (object *op)
184{ 164{
185 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
186 if (*cp == '-' || *cp == '_') 166 op->x = -1;
187 return 0; 167 op->y = -1;
188 168 enter_exit (op, 0);
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193} 169}
194 170
195/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
196 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
197 * Caller is responsible for setting the correct map. 173void
198 */ 174player::connect (client *ns)
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{ 175{
209 object *op = arch_to_object (get_player_archetype (0)); 176 this->ns = ns;
210 int i; 177 ns->pl = this;
211 178
212 /* Clears basically the entire player structure except 179 next = first_player;
213 * for next and socket. 180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob);
195
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
214 */ 208 */
215 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
216 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246// send_rules (ob);//TODO
247// send_news (ob);//TODO
248// display_motd (ob);//TODO
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
217 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point. 274 * we deal with that below this point.
219 */ 275 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 279
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
231 281
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10; 282 gen_sp_armour = 10;
250 p->last_speed = -1; 283 last_speed = -1;
251 p->shoottype = range_none; 284 shoottype = range_none;
252 p->bowtype = bow_normal; 285 bowtype = bow_normal;
253 p->petmode = pet_normal; 286 petmode = pet_normal;
254 p->listening = 10; 287 listening = 10;
255 p->usekeys = containers; 288 usekeys = containers;
256 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 291 do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266 292
267 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
270 * at zero. 296 * at zero.
271 */ 297 */
272 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 300
278 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 302 last_resist[i] = -1;
280 303
281 p->last_stats.exp = -1; 304 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 306}
289 307
290/* This loads the first map an puts the player on it. */ 308player::~player ()
291static void
292set_first_map (object *op)
293{ 309{
294 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
300/* Tries to add player on the connection passwd in ns. 348/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 349 * All we can really get in this is some settings like host and display
302 * mode. 350 * mode.
303 */ 351 */
304 352player *
305int 353player::create ()
306add_player (client_socket *ns)
307{ 354{
308 player *p = new player; 355 player *pl = new player;
309 356
310 p->socket = ns; 357 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 358
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob);
319
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 359 return pl;
328} 360}
329 361
330/* 362/*
331 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
341 { 373 {
342 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
343 at = first_archetype; 375 at = first_archetype;
344 else 376 else
345 at = at->next; 377 at = at->next;
378
346 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
347 return at; 380 return at;
381
348 if (at == start) 382 if (at == start)
349 { 383 {
350 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 385 exit (-1);
352 } 386 }
353 } 387 }
354} 388}
355
356 389
357object * 390object *
358get_nearest_player (object *mon) 391get_nearest_player (object *mon)
359{ 392{
360 object *op = NULL; 393 object *op = NULL;
437 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 472 * is probably not a good thing.
440 */ 473 */
441#define MAX_SPACES 50 474#define MAX_SPACES 50
442
443 475
444/* 476/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 718 /* Need to set up the skill pointers */
687 link_player_skills (pl); 719 link_player_skills (pl);
688} 720}
689 721
690void 722void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 723get_party_password (object *op, partylist *party)
775{ 724{
776 if (party == NULL) 725 if (party == NULL)
777 { 726 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 727 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 728 return;
780 } 729 }
730
781 op->contr->write_buf[0] = '\0'; 731 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 734 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 735}
786
787 736
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 737/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 738static int
790roll_stat (void) 739roll_stat (void)
791{ 740{
792 int a[4], i, j, k; 741 int a[4], i, j, k;
793 742
794 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 747 if (a[i] < k)
799 k = a[i], j = i; 748 k = a[i], j = i;
800 749
801 for (i = 0, k = 0; i < 4; i++) 750 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 751 if (i != j)
804 k += a[i]; 752 k += a[i];
805 } 753
806 return k; 754 return k;
807} 755}
808 756
809void 757void
810roll_stats (object *op) 758object::roll_stats ()
811{ 759{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 760 int statsort [7];
815 761
816 do 762 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 763 {
827 while (sum < 82 || sum > 116); 764 int sum = 0;
765 for (int i = 7; i--; )
766 sum += statsort [i] = roll_stat ();
828 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
829 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 773 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 774
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 775 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
862 782
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 783 stats.exp = 0;
874 op->stats.ac = 0; 784 stats.ac = 0;
875 785
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 786 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
884 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
885} 798}
886 799
887void 800void
888Roll_Again (object *op) 801object::swap_stats (int a, int b)
889{ 802{
890 esrv_new_player (op->contr, 0);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894
895void
896Swap_Stat (object *op, int Swap_Second)
897{
898 signed char tmp;
899 char buf[MAX_BUF];
900
901 if (op->contr->Swap_First == -1)
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 803 int tmp = get_attr_value (&contr->orig_stats, a);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 805 set_attr_value (&contr->orig_stats, b, tmp);
914 806
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 807 stats.Str = contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex; 808 stats.Dex = contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con; 809 stats.Con = contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int; 810 stats.Int = contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis; 811 stats.Wis = contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow; 812 stats.Pow = contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha; 813 stats.Cha = contr->orig_stats.Cha;
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
924 op->stats.ac = 0; 817 stats.ac = 0;
925 818
926 op->level = 1; 819 level = 1;
927 op->stats.exp = 0; 820 stats.exp = 0;
928 op->stats.ac = 0; 821 stats.ac = 0;
929 822
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
936 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
937 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
938 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 { 834 }
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf);
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 835}
1016 836
1017/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1021 * not the class. 841 * not the class.
1022 */ 842 */
1023
1024int 843int
1025key_change_class (object *op, char key) 844key_change_class (object *op, char key)
1026{ 845{
1027 int tmp_loop; 846 int tmp_loop;
1028 847
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 848 if (key == 'd' || key == 'D')
1036 { 849 {
1037 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
1038 851
1039 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 857 create_treasure (tl, op, 0, 0, 0);
1045 858
1046 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, op->contr);
1048 861
1049 op->contr->state = ST_PLAYING; 862 op->contr->ns->state = ST_PLAYING;
1050 863
1051 if (op->msg) 864 if (op->msg)
1052 op->msg = NULL; 865 op->msg = NULL;
1053 866
1054 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
1063 start_info (op); 876 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 878 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 879 link_player_skills (op);
1067 esrv_send_inventory (op, op); 880 esrv_send_inventory (op, op);
1068 fix_player (op); 881 op->update_stats ();
1069 882
1070 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1071 * is one for this race 884 * is one for this race
1072 */ 885 */
1073 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1084 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1085 * default initial map */ 898 * default initial map */
1086 tmp->destroy (); 899 tmp->destroy ();
1087 } 900 }
1088 else 901 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 903
1092 return 0; 904 return 0;
1093 } 905 }
1094 906
1095 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1100 while (!tmp_loop) 912 while (!tmp_loop)
1101 { 913 {
1102 shstr name = op->name; 914 shstr name = op->name;
1103 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1104 916
1105 remove_statbonus (op); 917 op->remove_statbonus ();
1106 op->remove (); 918 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 919 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 920 op->arch->clone.copy_to (op);
1109 op->instantiate (); 921 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1112 op->x = x; 924 op->x = x;
1113 op->y = y; 925 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 928 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 929 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 930 tmp_loop = allowed_class (op);
1119 } 931 }
1120 932
1121 update_object (op, UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 935 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 938 op->stats.grace = 0;
1127 939
1128 if (op->msg) 940 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 941 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 942
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0; 944 return 0;
1133} 945}
1134 946
1135int 947int
1136key_confirm_quit (object *op, char key) 948key_confirm_quit (object *op, char key)
1137{ 949{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 { 951 {
1142 op->contr->state = ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1; 954 return 1;
1145 } 955 }
1146 956
1147 INVOKE_PLAYER (LOGOUT, op->contr); 957 INVOKE_PLAYER (LOGOUT, op->contr);
1152 op->direction = 0; 962 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154 964
1155 strcpy (op->contr->killer, "quit"); 965 strcpy (op->contr->killer, "quit");
1156 check_score (op); 966 check_score (op);
1157 op->contr->party = NULL; 967 op->contr->party = 0;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0'; 968 op->contr->own_title[0] = '\0';
1160 969
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 970 object_ptr ob = op;
1162 {
1163 maptile *mp, *next;
1164 971
972 delete ob->contr;
973
1165 /* We need to hunt for any per player unique maps in memory and 974 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional, 975 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname 976 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */ 977 */
978 char buf[MAX_BUF];
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next) 980
1171 { 981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1172 next = mp->next; 983 next = mp->next;
984
1173 if (!strncmp (mp->path, buf, strlen (buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp); 986 delete_map (mp);
1175 } 987 }
1176 988
1177 delete_character (op->name, 1); 989 delete_character (ob->name, 1);
1178 }
1179 990
1180 play_again (op);
1181 return 1; 991 return 1;
1182} 992}
1183 993
1184void 994void
1185flee_player (object *op) 995flee_player (object *op)
1216 { 1026 {
1217 op->enemy = NULL; 1027 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1029 return;
1220 } 1030 }
1031
1221 get_rangevector (op, op->enemy, &rv, 0); 1032 get_rangevector (op, op->enemy, &rv, 0);
1222 1033
1223 dir = absdir (4 + rv.direction); 1034 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1035 for (diff = 0; diff < 3; diff++)
1225 { 1036 {
1226 int m = 1 - (RANDOM () & 2); 1037 int m = 1 - (RANDOM () & 2);
1227 1038
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1039 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1040 return;
1231 }
1232 } 1041 }
1042
1233 /* Cornered, get rid of scared */ 1043 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1045 op->enemy = NULL;
1236} 1046}
1237 1047
1793 if (!dir) 1603 if (!dir)
1794 { 1604 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1606 return 0;
1797 } 1607 }
1608
1798 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1800 else 1611 else
1801 { 1612 {
1802 for (bow = op->inv; bow; bow = bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1810 { 1621 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1623 return 0;
1813 } 1624 }
1814 } 1625 }
1626
1815 if (!bow->race || !bow->skill) 1627 if (!bow->race || !bow->skill)
1816 { 1628 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1630 return 0;
1819 } 1631 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1634
1823 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1826 if (bowspeed < 1) 1639 if (bowspeed < 1)
1827 bowspeed = 1; 1640 bowspeed = 1;
1828 1641
1829 if (arrow == NULL) 1642 if (arrow == NULL)
1830 { 1643 {
1836 else 1649 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1651 return 0;
1839 } 1652 }
1840 } 1653 }
1654
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1656 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1657 return 0;
1845 } 1658
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1660 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1662 return 0;
1850 } 1663 }
1856 return 0; 1669 return 0;
1857 } 1670 }
1858 1671
1859 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1674 if (!arrow)
1862 { 1675 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1677 return 0;
1865 } 1678 }
1679
1866 arrow->set_owner (op); 1680 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1868 1682
1869 arrow->direction = dir; 1683 arrow->direction = dir;
1870 arrow->x = sx; 1684 arrow->x = sx;
1871 arrow->y = sy; 1685 arrow->y = sy;
1872 1686
1873 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1874 { 1688 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1690 op->update_stats ();
1877 } 1691 }
1878 1692
1879 SET_ANIMATION (arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
1913 } 1727 }
1914 1728
1915 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1917 1731
1918 if (bow->slaying != NULL) 1732 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1920 1734
1921 arrow->map = m; 1735 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2041 item->speed = 0; 1855 item->speed = 0;
2042 update_ob_speed (item); 1856 update_ob_speed (item);
2043 } 1857 }
2044 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1860 }
2047 } 1861 }
2048 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2049 { 1863 {
2199 * 0 otherwise 2013 * 0 otherwise
2200 */ 2014 */
2201static int 2015static int
2202player_attack_door (object *op, object *door) 2016player_attack_door (object *op, object *door)
2203{ 2017{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 2018 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 2019 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
2208 */ 2021 */
2209 object *key = find_key (op, op, door); 2022 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2251 */ 2064 */
2252
2253void 2065void
2254move_player_attack (object *op, int dir) 2066move_player_attack (object *op, int dir)
2255{ 2067{
2256 object *tmp, *mon; 2068 object *tmp, *mon;
2257 sint16 nx, ny; 2069 sint16 nx, ny;
2259 maptile *m; 2071 maptile *m;
2260 2072
2261 nx = freearr_x[dir] + op->x; 2073 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2074 ny = freearr_y[dir] + op->y;
2263 2075
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2265 2077
2266 /* If braced, or can't move to the square, and it is not out of the 2078 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2079 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2080 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2081 * player. This is a pretty nasty hack, because if we could
2281 return; /* Don't think this should happen */ 2093 return; /* Don't think this should happen */
2282 } 2094 }
2283 else 2095 else
2284 m = op->map; 2096 m = op->map;
2285 2097
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2287 { 2099 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2289 return; 2101 return;
2290 } 2102 }
2291 2103
2292 mon = NULL; 2104 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2105 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2106 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2107 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2108 * on the space
2297 */ 2109 */
2298 while (tmp != NULL) 2110 while (tmp)
2299 { 2111 {
2300 if (tmp == op) 2112 if (tmp == op)
2301 { 2113 {
2302 tmp = tmp->above; 2114 tmp = tmp->above;
2303 continue; 2115 continue;
2313 mon = tmp; 2125 mon = tmp;
2314 2126
2315 tmp = tmp->above; 2127 tmp = tmp->above;
2316 } 2128 }
2317 2129
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2130 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2131 return; /* into a wall */
2320 2132
2321 if (mon->head != NULL) 2133 if (mon->head)
2322 mon = mon->head; 2134 mon = mon->head;
2323 2135
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2136 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2137 if (player_attack_door (op, mon))
2326 return; 2138 return;
2363 * attack them either. 2175 * attack them either.
2364 */ 2176 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2177 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2178 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2179#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2180 (op->contr->peaceful
2369 || (mon->type == PLAYER 2181 || (mon->type == PLAYER
2370 && mon->contr-> 2182 && mon->contr->
2371 peaceful)) && 2183 peaceful)) &&
2372#else 2184#else
2373 op->contr->peaceful && 2185 op->contr->peaceful &&
2374#endif 2186#endif
2375 !on_battleground)) 2187 !on_battleground))
2376 { 2188 {
2377 if (!op->contr->braced) 2189 if (!op->contr->braced)
2378 { 2190 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2192 (void) push_ob (mon, dir, op);
2381 } 2193 }
2382 else 2194 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2195 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2196
2386 if (op->contr->tmp_invis || op->hide) 2197 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2198 make_visible (op);
2388 } 2199 }
2389 2200
2390 /* If the object is a boulder or other rollable object, then 2201 /* If the object is a boulder or other rollable object, then
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2229 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2230
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2232 }
2422 2233
2423 skill_attack (mon, op, 0, NULL, NULL); 2234 skill_attack (mon, op, 0, 0, 0);
2424 2235
2425 /* If attacking another player, that player gets automatic 2236 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2237 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2238 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2239 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2242 {
2432 short luck = mon->stats.luck; 2243 short luck = mon->stats.luck;
2433 2244
2434 mon->contr->has_hit = 1; 2245 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2246 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2247 mon->stats.luck = luck;
2437 } 2248 }
2249
2438 if (action_makes_visible (op)) 2250 if (action_makes_visible (op))
2439 make_visible (op); 2251 make_visible (op);
2440 } 2252 }
2441 } /* if player should attack something */ 2253 } /* if player should attack something */
2442} 2254}
2477 2289
2478 /* Add special check for newcs players and fire on - this way, the 2290 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2291 * server can handle repeat firing.
2480 */ 2292 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2293 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2294 op->direction = dir;
2484 }
2485 else 2295 else
2486 {
2487 op->direction = 0; 2296 op->direction = 0;
2488 } 2297
2489 /* Update how the player looks. Use the facing, so direction may 2298 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2299 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2300 * for players.
2492 */ 2301 */
2493 animate_object (op, op->facing); 2302 animate_object (op, op->facing);
2545 2354
2546 /* call this here - we also will call this in do_ericserver, but 2355 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2356 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2357 * called, so we recheck it here.
2549 */ 2358 */
2550 HandleClient (op->contr->socket, op->contr); 2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2551 if (op->speed_left < 0) 2363 if (op->speed_left < 0)
2552 return 0; 2364 return 0;
2553 2365
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2366 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2367 {
2592 op->stats.hp = op->stats.maxhp; 2404 op->stats.hp = op->stats.maxhp;
2593 2405
2594 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2595 op->stats.food = 999; 2407 op->stats.food = 999;
2596 2408
2597 fix_player (op); 2409 op->update_stats ();
2598 return 1; 2410 return 1;
2599 } 2411 }
2600 2412
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2632 remove_unpaid_objects (op->inv, env); 2444 remove_unpaid_objects (op->inv, env);
2633 2445
2634 op = next; 2446 op = next;
2635 } 2447 }
2636} 2448}
2637
2638 2449
2639/* 2450/*
2640 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2488 strcat (buf2, buf);
2678 2489
2679 return buf2; 2490 return buf2;
2680} 2491}
2681
2682
2683 2492
2684void 2493void
2685do_some_living (object *op) 2494do_some_living (object *op)
2686{ 2495{
2687 int last_food = op->stats.food; 2496 int last_food = op->stats.food;
2696 const int max_grace = 1; 2505 const int max_grace = 1;
2697 2506
2698 if (op->contr->outputs_sync) 2507 if (op->contr->outputs_sync)
2699 { 2508 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2512 }
2704 2513
2705 if (op->contr->state == ST_PLAYING) 2514 if (op->contr->ns->state == ST_PLAYING)
2706 { 2515 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2518 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2520 else
2713 { 2521 {
2714 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2524 }
2525
2717 if (op->contr->gen_sp >= 0) 2526 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2528 else
2720 { 2529 {
2721 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2532 }
2533
2724 if (op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2536 else
2727 { 2537 {
2728 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2556 op->stats.food = last_food;
2747 } 2557 }
2748 } 2558 }
2559
2749 if (max_sp > 1) 2560 if (max_sp > 1)
2750 { 2561 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2562 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2563 if (over_sp > 0)
2753 { 2564 {
2754 if (op->stats.sp < op->stats.maxsp) 2565 if (op->stats.sp < op->stats.maxsp)
2755 { 2566 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2570 op->stats.sp--;
2571
2759 if (op->stats.sp > op->stats.maxsp) 2572 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2573 op->stats.sp = op->stats.maxsp;
2761 } 2574 }
2762 op->last_sp = 0; 2575 op->last_sp = 0;
2763 } 2576 }
2764 else 2577 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2579 }
2769 else 2580 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2582 }
2774 2583
2775 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2586 if (--op->last_grace < 0)
2778 { 2587 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2590
2781 if (max_grace > 1) 2591 if (max_grace > 1)
2782 { 2592 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2594 if (over_grace > 0)
2785 { 2595 {
2813 op->stats.food += op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2625 op->stats.food = last_food;
2816 } 2626 }
2817 } 2627 }
2628
2818 if (max_hp > 1) 2629 if (max_hp > 1)
2819 { 2630 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2632 if (over_hp > 0)
2822 { 2633 {
2846 2657
2847 if (op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2660 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2851 /* dms do not consume food */ 2663 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2665 op->stats.food--;
2854 } 2666 }
2855 }
2856 2667
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2669 {
2859 object *tmp, *flesh = NULL; 2670 object *tmp, *flesh = 0;
2860 2671
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2673 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2675 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2679 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2681 break;
2871 } 2682 }
2872 else if (tmp->type == FLESH) 2683 else if (tmp->type == FLESH)
2873 flesh = tmp; 2684 flesh = tmp;
2874 } /* End if paid for object */ 2685 } /* End if paid for object */
2875 } /* end of for loop */ 2686 } /* end of for loop */
2687
2876 /* If player is still starving, it means they don't have any food, so 2688 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2689 * eat flesh instead.
2878 */ 2690 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2692 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2694 manual_apply (op, flesh, 0);
2883 } 2695 }
2884 } /* end if player is starving */ 2696 }
2885 2697
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2888 2700
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2702 kill_player (op);
2703 }
2891} 2704}
2892
2893
2894 2705
2895/* If the player should die (lack of hp, food, etc), we call this. 2706/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2707 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2708 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2709 * file.
3005 x = op->x; 2816 x = op->x;
3006 y = op->y; 2817 y = op->y;
3007 map = op->map; 2818 map = op->map;
3008 2819
3009 2820
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2822 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2823 * See the config.h file for a little more in depth detail about this.
3015 */ 2824 */
3016 2825
3017 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2828 * of death.
3020 */ 2829 */
3021#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2831 if (settings.balanced_stat_loss)
3023 { 2832 {
3024 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2834 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2835 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2838 little bit harder. */
3030 /* GD */ 2839 /* GD */
3031 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2841 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2842 else
3037 { 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 }
2845 else
2846 {
3038 num_stats_lose = 1; 2847 num_stats_lose = 1;
3039 } 2848 }
3040 lost_a_stat = 0; 2849 lost_a_stat = 0;
3041 2850
3042 for (z = 0; z < num_stats_lose; z++) 2851 for (z = 0; z < num_stats_lose; z++)
3043 { 2852 {
3044 i = RANDOM () % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
3045 2854
3046 if (settings.stat_loss_on_death) 2855 if (settings.stat_loss_on_death)
3047 { 2856 {
3048 /* Pick a random stat and take a point off it. Tell the player 2857 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2858 * what he lost.
3050 */ 2859 */
3051 change_attr_value (&(op->stats), i, -1); 2860 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2861 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2865 lost_a_stat = 1;
2866 }
2867 else
2868 {
2869 /* deplete a stat */
2870 archetype *deparch = archetype::find ("depletion");
2871 object *dep;
2872
2873 dep = present_arch_in_ob (deparch, op);
2874 if (!dep)
2875 {
2876 dep = arch_to_object (deparch);
2877 insert_ob_in_ob (dep, op);
3057 } 2878 }
3058 else 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
3059 { 2881 {
3060 /* deplete a stat */ 2882 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2883 /* Get the stat that we're about to deplete. */
3062 object *dep; 2884 this_stat = get_attr_value (&(dep->stats), i);
3063 2885 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2886 {
3067 dep = arch_to_object (deparch); 2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2888 int keep_chance = this_stat * this_stat;
3069 } 2889
3070 lose_this_stat = 1; 2890 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2891 if (keep_chance < 1)
2892 keep_chance = 1;
2893
2894 /* There is a maximum depletion total per level. */
2895 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2896 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2897 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2898 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2899 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2900 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2901 else
3112 if (this_stat >= -50)
3113 { 2902 {
3114 change_attr_value (&(dep->stats), i, -1); 2903 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2904 lose_this_stat = 0;
2905 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2906 this_stat, keep_chance, loss_chance,
2907 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2908 }
3120 } 2909 }
3121 } 2910 }
2911
2912 if (lose_this_stat)
2913 {
2914 this_stat = get_attr_value (&(dep->stats), i);
2915 /* We could try to do something clever like find another
2916 * stat to reduce if this fails. But chances are, if
2917 * stats have been depleted to -50, all are pretty low
2918 * and should be roughly the same, so it shouldn't make a
2919 * difference.
2920 */
2921 if (this_stat >= -50)
2922 {
2923 change_attr_value (&(dep->stats), i, -1);
2924 SET_FLAG (dep, FLAG_APPLIED);
2925 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2926 op->update_stats ();
2927 lost_a_stat = 1;
2928 }
3122 } 2929 }
2930 }
2931 }
3123 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2933 if (!lost_a_stat)
3125 { 2934 {
3126 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2936 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2937 const char *god = determine_god (op);
3129 2938
3130 if (god && (strcmp (god, "none"))) 2939 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2940 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2941 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2942 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2943 }
3135#else 2944#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2945 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2946#endif
3138 2947
3139 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2949 * exp loss on the stone.
3141 */ 2950 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2953 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2955 tmp->name_pl = buf;
3147 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2956 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3148 tmp->msg = buf; 2957 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2960
3152 /**************************************/ 2961 /**************************************/
3153 /* */ 2962 /* */
3154 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
3157 /* */ 2966 /* */
3158 /**************************************/ 2967 /**************************************/
3159 2968
3160 /* remove any poisoning and confusion the character may be suffering. */ 2969 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2970 /* restore player */
3162 at = archetype::find ("poisoning"); 2971 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
3164 2973
3165 if (tmp) 2974 if (tmp)
3166 { 2975 {
3167 tmp->destroy (); 2976 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2978 }
3170 2979
3171 at = archetype::find ("confusion"); 2980 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2981 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2982 if (tmp)
3174 { 2983 {
3175 tmp->destroy (); 2984 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2986 }
3178 2987
3179 cure_disease (op, 0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
3180 2989
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2991 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2992 if (op->stats.food < 100)
3184 op->stats.food = 900; 2993 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2997
3189 /* 2998 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2999 * Check to see if the player is in a shop. IF so, then check to see if
3191 * the player has any unpaid items. If so, remove them and put them back 3000 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 3001 * in the map.
3193 */ 3002 */
3194 3003
3195 if (is_in_shop (op)) 3004 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
3197 3006
3198 /****************************************/ 3007 /****************************************/
3199 /* */ 3008 /* */
3200 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
3202 /* */ 3011 /* */
3203 /****************************************/ 3012 /****************************************/
3204 3013
3205 enter_player_savebed (op); 3014 enter_player_savebed (op);
3206 3015
3207 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
3208 * chance of abuse. 3017 * chance of abuse.
3209 */ 3018 */
3210 op->contr->braced = 0; 3019 op->contr->braced = 0;
3211 save_player (op, 1); 3020 op->contr->save ();
3212 3021
3213 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 3025 * on the space that might harm the player.
3217 */ 3026 */
3218 will_kill_again = 0; 3027 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3028 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
3222 3031
3223 if (will_kill_again) 3032 if (will_kill_again)
3224 { 3033 {
3225 object *force; 3034 object *force;
3226 int at; 3035 int at;
3227 3036
3228 force = get_archetype (FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 3039 force->speed = 0.1;
3231 force->speed_left = -5.0; 3040 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 3042 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 3044 force->resist[at] = 100;
3236 3045
3237 insert_ob_in_ob (force, op); 3046 insert_ob_in_ob (force, op);
3238 fix_player (op); 3047 op->update_stats ();
3239 3048
3240 } 3049 }
3241 3050
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3051 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 3052}
3311
3312 3053
3313void 3054void
3314loot_object (object *op) 3055loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 3056{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 3057 object *tmp, *tmp2, *next;
3317 3058
3318 if (op->container) 3059 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 3060 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 3061
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 3062 for (tmp = op->inv; tmp; tmp = next)
3324 { 3063 {
3325 next = tmp->below; 3064 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 3065
3066 if (tmp->invisible)
3327 continue; 3067 continue;
3068
3328 tmp->remove (); 3069 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3071 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3072 { /* empty container to ground */
3332 loot_object (tmp); 3073 loot_object (tmp);
3354 */ 3095 */
3355 3096
3356void 3097void
3357fix_weight (void) 3098fix_weight (void)
3358{ 3099{
3359 player *pl;
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for (player *pl = first_player; pl; pl = pl->next)
3362 { 3101 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3103
3365 if (old == sum) 3104 if (old == sum)
3366 continue; 3105 continue;
3367 fix_player (pl->ob); 3106 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3107 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3108 }
3370} 3109}
3371 3110
3372void 3111void
3373fix_luck (void) 3112fix_luck (void)
3374{ 3113{
3375 player *pl;
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3378 if (!pl->ob->contr->state) 3115 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3116 pl->ob->change_luck (0);
3380} 3117}
3381
3382 3118
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3386 */ 3122 */
3387
3388void 3123void
3389cast_dust (object *op, object *throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3390{ 3125{
3391 object *skop, *spob; 3126 object *skop, *spob;
3392 3127
3437 object *tmp = NULL; 3172 object *tmp = NULL;
3438 3173
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3175 return 1;
3441 3176
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3177 return 0;
3448} 3178}
3449 3179
3450/* look at the surrounding terrain to determine 3180/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3181 * the hideability of this object. Positive levels
3566 if (mflags & P_OUT_OF_MAP) 3296 if (mflags & P_OUT_OF_MAP)
3567 continue; 3297 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3298 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3299 continue;
3570 3300
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3301 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3302 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3303 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3304 return 1;
3575 else if (tmp->type == PLAYER) 3305 else if (tmp->type == PLAYER)
3576 { 3306 {
3630 3360
3631 /* only the viewable area the player sees is updated by LOS 3361 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3362 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3363 * for any meaningful values.
3634 */ 3364 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3366 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3367 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3368 return 1;
3639 op = op->more; 3369 op = op->more;
3640 } 3370 }
3641 return 0; 3371 return 0;
3642} 3372}
3828 { 3558 {
3829 /* forces in the treasurelist can alter the player's stats */ 3559 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3560 object *skin;
3831 3561
3832 /* first get the dragon skin force */ 3562 /* first get the dragon skin force */
3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3565 ;
3566
3834 if (skin == NULL) 3567 if (!skin)
3835 return; 3568 return;
3836 3569
3837 /* adding new spellpath attunements */ 3570 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3571 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3572 {

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