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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 1.87 by elmex, Fri Jan 5 16:17:29 2007 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 for_all_players (pl)
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
46 return pl; 41 return pl;
47 }; 42
48 return NULL; 43 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} 44}
76 45
77void 46void
78display_motd (const object *op) 47display_motd (const object *op)
79{ 48{
83 int comp; 52 int comp;
84 int size; 53 int size;
85 54
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 57 return;
90 } 58
91 motd[0] = '\0'; 59 motd[0] = '\0';
92 size = 0; 60 size = 0;
61
93 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
94 { 63 {
95 if (*buf == '#') 64 if (*buf == '#')
96 continue; 65 continue;
66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 68 size += strlen (buf);
99 } 69 }
70
100 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);
101 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
102} 73}
103 74
104void 75void
110 int comp; 81 int comp;
111 int size; 82 int size;
112 83
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 86 return;
117 } 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
90
120 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
121 { 92 {
122 if (*buf == '#') 93 if (*buf == '#')
123 continue; 94 continue;
95
124 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
125 { 97 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 99 break;
128 } 100 }
101
129 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 103 size += strlen (buf);
131 } 104 }
105
132 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);
133 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
134} 108}
135 109
136void 110void
144 int size; 118 int size;
145 119
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 122 return;
123
149 news[0] = '\0'; 124 news[0] = '\0';
150 subject[0] = '\0'; 125 subject[0] = '\0';
151 size = 0; 126 size = 0;
127
152 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 129 {
154 if (*buf == '#') 130 if (*buf == '#')
155 continue; 131 continue;
132
156 if (*buf == '%') 133 if (*buf == '%')
157 { /* send one news */ 134 { /* send one news */
158 if (size > 0) 135 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 */ 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 */
160 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 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); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
180} 157}
181 158
182int 159/* This loads the first map an puts the player on it. */
183playername_ok (const char *cp) 160static void
161set_first_map (object *op)
184{ 162{
185 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
186 if (*cp == '-' || *cp == '_') 164 op->x = -1;
187 return 0; 165 op->y = -1;
188
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193} 166}
194 167
195/* This no longer sets the player map. Also, it now updates 168void
196 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
197 * Caller is responsible for setting the correct map.
198 */
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{ 170{
209 object *op = arch_to_object (get_player_archetype (0)); 171 object *tmp = object::create ();
210 int i;
211 172
212 /* Clears basically the entire player structure except 173 EXIT_PATH (tmp) = maplevel;
213 * for next and socket. 174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
214 */ 217 */
215 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
216 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
217 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
218 * we deal with that below this point. 313 * we deal with that below this point.
219 */ 314 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 318
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
231 320
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; 321 gen_sp_armour = 10;
250 p->last_speed = -1; 322 last_speed = -1;
251 p->shoottype = range_none; 323 shoottype = range_none;
252 p->bowtype = bow_normal; 324 bowtype = bow_normal;
253 p->petmode = pet_normal; 325 petmode = pet_normal;
254 p->listening = 10; 326 listening = 10;
255 p->usekeys = containers; 327 usekeys = containers;
256 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 330 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);
266 331
267 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
270 * at zero. 335 * at zero.
271 */ 336 */
272 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 339
278 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 341 last_resist[i] = -1;
280 342
281 p->last_stats.exp = -1; 343 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 345}
289 346
290/* This loads the first map an puts the player on it. */ 347void
291static void 348player::do_destroy ()
292set_first_map (object *op)
293{ 349{
294 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
300/* Tries to add player on the connection passwd in ns. 390/* 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 391 * All we can really get in this is some settings like host and display
302 * mode. 392 * mode.
303 */ 393 */
304 394player *
305int 395player::create ()
306add_player (client_socket *ns)
307{ 396{
308 player *p = new player; 397 player *pl = new player;
309 398
310 p->socket = ns; 399 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob); 400 set_first_map (pl->ob);
319 401
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; 402 return pl;
328} 403}
329 404
330/* 405/*
331 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
341 { 416 {
342 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
343 at = first_archetype; 418 at = first_archetype;
344 else 419 else
345 at = at->next; 420 at = at->next;
421
346 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
347 return at; 423 return at;
424
348 if (at == start) 425 if (at == start)
349 { 426 {
350 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 428 exit (-1);
352 } 429 }
353 } 430 }
354} 431}
355 432
356
357object * 433object *
358get_nearest_player (object *mon) 434get_nearest_player (object *mon)
359{ 435{
360 object *op = NULL; 436 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 437 objectlink *ol;
363 unsigned lastdist; 438 unsigned lastdist;
364 rv_vector rv; 439 rv_vector rv;
365 440
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 { 473 {
399 op = ol->ob; 474 op = ol->ob;
400 lastdist = rv.distance; 475 lastdist = rv.distance;
401 } 476 }
402 } 477 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 478
404 { 479 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
409 { 482 {
410 op = pl->ob; 483 op = pl->ob;
411 lastdist = rv.distance; 484 lastdist = rv.distance;
412 } 485 }
413 } 486
414 }
415#if 0 487#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 489#endif
418 return op; 490 return op;
419} 491}
437 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 511 * is probably not a good thing.
440 */ 512 */
441#define MAX_SPACES 50 513#define MAX_SPACES 50
442
443 514
444/* 515/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
687 link_player_skills (pl); 758 link_player_skills (pl);
688} 759}
689 760
690void 761void
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) 762get_party_password (object *op, partylist *party)
775{ 763{
776 if (party == NULL) 764 if (party == NULL)
777 { 765 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 767 return;
780 } 768 }
769
781 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 774}
786
787 775
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 777static int
790roll_stat (void) 778roll_stat (void)
791{ 779{
792 int a[4], i, j, k; 780 int a[4], i, j, k;
793 781
794 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 786 if (a[i] < k)
799 k = a[i], j = i; 787 k = a[i], j = i;
800 788
801 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 790 if (i != j)
804 k += a[i]; 791 k += a[i];
805 } 792
806 return k; 793 return k;
807} 794}
808 795
809void 796void
810roll_stats (object *op) 797object::roll_stats ()
811{ 798{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 799 int statsort [7];
815 800
816 do 801 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 } 802 {
827 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
828 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
829 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 812 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;
837 813
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]; 814 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
862 821
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; 822 stats.exp = 0;
874 op->stats.ac = 0; 823 stats.ac = 0;
875 824
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; 825 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
884 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
885} 837}
886 838
887void 839void
888Roll_Again (object *op) 840object::swap_stats (int a, int b)
889{ 841{
890 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 845
895void 846 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
862 stats.hp = stats.maxhp;
863 stats.sp = stats.maxsp;
864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
872 contr->orig_stats = stats;
873 }
874}
875
876static void
877start_info (object *op)
897{ 878{
898 signed char tmp;
899 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
900 880
901 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
914
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
918 op->stats.Dex = op->contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha;
924 op->stats.ac = 0;
925
926 op->level = 1;
927 op->stats.exp = 0;
928 op->stats.ac = 0;
929
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp;
936 op->stats.sp = op->stats.maxsp;
937 op->stats.grace = op->stats.maxgrace;
938 op->contr->orig_stats = op->stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 {
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 885}
1016 886
1017/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1021 * not the class. 891 * not the class.
1022 */ 892 */
1023
1024int 893int
1025key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1026{ 895{
1027 int tmp_loop; 896 int tmp_loop;
1028 897
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1036 { 899 {
1037 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1038 901
1039 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 907 create_treasure (tl, op, 0, 0, 0);
1045 908
1046 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1048 911
1049 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1050 913
1051 if (op->msg) 914 if (op->msg)
1052 op->msg = NULL; 915 op->msg = NULL;
1053 916
1054 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
1063 start_info (op); 926 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 929 link_player_skills (op);
1067 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1068 fix_player (op); 931 op->update_stats ();
1069 932
1070 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1071 * is one for this race 934 * is one for this race
1072 */ 935 */
1073 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1074 { 937 {
1075 object *tmp; 938 object *tmp;
1076 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1077 940
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1079 tmp = object::create (); 942 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1085 * default initial map */ 948 * default initial map */
1086 tmp->destroy (); 949 tmp->destroy ();
1087 } 950 }
1088 else 951 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 953
1092 return 0; 954 return 0;
1093 } 955 }
1094 956
1095 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1100 while (!tmp_loop) 962 while (!tmp_loop)
1101 { 963 {
1102 shstr name = op->name; 964 shstr name = op->name;
1103 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1104 966
1105 remove_statbonus (op); 967 op->remove_statbonus ();
1106 op->remove (); 968 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1109 op->instantiate (); 971 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1112 op->x = x; 974 op->x = x;
1113 op->y = y; 975 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 979 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1119 } 981 }
1120 982
1121 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 985 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 988 op->stats.grace = 0;
1127 989
1128 if (op->msg) 990 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 992
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 993 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; 994 return 0;
1133} 995}
1134 996
1135int 997int
1136key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1137{ 999{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 { 1001 {
1142 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1; 1004 return 1;
1145 } 1005 }
1146 1006
1147 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1149 1009
1010 op->contr->enable_save = false;
1011 delete_character (op->name);
1012
1150 terminate_all_pets (op); 1013 terminate_all_pets (op);
1151 leave_map (op); 1014 op->remove ();
1152 op->direction = 0; 1015 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154 1017
1155 strcpy (op->contr->killer, "quit"); 1018 strcpy (op->contr->killer, "quit");
1156 check_score (op); 1019 check_score (op);
1157 op->contr->party = NULL; 1020 op->contr->party = 0;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0'; 1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1160 1023
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1162 {
1163 maptile *mp, *next;
1164
1165 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next)
1171 {
1172 next = mp->next;
1173 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp);
1175 }
1176
1177 delete_character (op->name, 1);
1178 }
1179
1180 play_again (op);
1181 return 1; 1024 return 1;
1182} 1025}
1183 1026
1184void 1027void
1185flee_player (object *op) 1028flee_player (object *op)
1216 { 1059 {
1217 op->enemy = NULL; 1060 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1061 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1062 return;
1220 } 1063 }
1064
1221 get_rangevector (op, op->enemy, &rv, 0); 1065 get_rangevector (op, op->enemy, &rv, 0);
1222 1066
1223 dir = absdir (4 + rv.direction); 1067 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1068 for (diff = 0; diff < 3; diff++)
1225 { 1069 {
1226 int m = 1 - (RANDOM () & 2); 1070 int m = 1 - (RANDOM () & 2);
1227 1071
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1072 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1073 return;
1231 }
1232 } 1074 }
1075
1233 /* Cornered, get rid of scared */ 1076 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1077 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1078 op->enemy = NULL;
1236} 1079}
1237 1080
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1166 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1167 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1168 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1169 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1170 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1171
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1172 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1173 }
1174
1359 /* philosophy: 1175 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1176 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1177 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1178 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1179 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1180 * example.
1365 * The drawback: right now it has no frontend, so you need to 1181 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1182 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1183 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1609 if (!dir)
1794 { 1610 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1611 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1612 return 0;
1797 } 1613 }
1614
1798 if (op->type == PLAYER) 1615 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1616 bow = op->contr->ranges[range_bow];
1800 else 1617 else
1801 { 1618 {
1802 for (bow = op->inv; bow; bow = bow->below) 1619 for (bow = op->inv; bow; bow = bow->below)
1810 { 1627 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1628 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1629 return 0;
1813 } 1630 }
1814 } 1631 }
1632
1815 if (!bow->race || !bow->skill) 1633 if (!bow->race || !bow->skill)
1816 { 1634 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1635 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1636 return 0;
1819 } 1637 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1639 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1640
1823 /* penalize ROF for bestarrow */ 1641 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1642 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1643 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1644
1826 if (bowspeed < 1) 1645 if (bowspeed < 1)
1827 bowspeed = 1; 1646 bowspeed = 1;
1828 1647
1829 if (arrow == NULL) 1648 if (arrow == NULL)
1830 { 1649 {
1836 else 1655 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1656 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1657 return 0;
1839 } 1658 }
1840 } 1659 }
1660
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1661 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1662 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1663 return 0;
1845 } 1664
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1665 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1666 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1667 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1668 return 0;
1850 } 1669 }
1856 return 0; 1675 return 0;
1857 } 1676 }
1858 1677
1859 left = arrow; /* these are arrows left to the player */ 1678 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1679 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1680 if (!arrow)
1862 { 1681 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1682 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1683 return 0;
1865 } 1684 }
1685
1866 arrow->set_owner (op); 1686 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1687 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1688 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1689
1873 if (op->type == PLAYER) 1690 if (op->type == PLAYER)
1874 { 1691 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1692 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1693 op->update_stats ();
1877 } 1694 }
1878 1695
1879 SET_ANIMATION (arrow, arrow->direction); 1696 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1697 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1698 arrow->stats.hp = arrow->stats.dam;
1891 1708
1892 /* update the speed */ 1709 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1710 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1894 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1711 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1712
1896 if (arrow->speed < 1.0) 1713 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1714 arrow->speed_left = 0;
1900 1715
1901 if (op->type == PLAYER) 1716 if (op->type == PLAYER)
1902 { 1717 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1728 }
1914 1729
1915 if (arrow->attacktype == AT_PHYSICAL) 1730 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1731 arrow->attacktype |= bow->attacktype;
1917 1732
1918 if (bow->slaying != NULL) 1733 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1734 arrow->slaying = bow->slaying;
1920 1735
1921 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;
1924 1738
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1740 m->insert (arrow, sx, sy, op);
1927 1741
1928 if (!arrow->destroyed ()) 1742 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1743 move_arrow (arrow);
1930 1744
1931 if (op->type == PLAYER) 1745 if (op->type == PLAYER)
1957 } 1771 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1772 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1773 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1775 wcmod = -1;
1776
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1778 }
1964 else if (op->contr->bowtype == bow_threewide) 1779 else if (op->contr->bowtype == bow_threewide)
1965 { 1780 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1781 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 1851
2037 if (item->arch) 1852 if (item->arch)
2038 { 1853 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1854 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1855 item->face = item->arch->clone.face;
2041 item->speed = 0; 1856 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1857 }
1858
2044 if ((tmp = is_player_inv (item))) 1859 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1860 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1861 }
2047 } 1862 }
2048 else if (item->type == ROD || item->type == HORN) 1863 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1864 drain_rod_charge (item);
2051 }
2052 } 1865 }
2053} 1866}
2054 1867
2055/* Received a fire command for the player - go and do it. 1868/* Received a fire command for the player - go and do it.
2056 */ 1869 */
2199 * 0 otherwise 2012 * 0 otherwise
2200 */ 2013 */
2201static int 2014static int
2202player_attack_door (object *op, object *door) 2015player_attack_door (object *op, object *door)
2203{ 2016{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 2017 /* 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 - 2018 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 2019 * otherwise, we fall through to the rest of the code.
2208 */ 2020 */
2209 object *key = find_key (op, op, door); 2021 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2059 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2060 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2061 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2062 * going to try and move (not fire weapons).
2251 */ 2063 */
2252
2253void 2064void
2254move_player_attack (object *op, int dir) 2065move_player_attack (object *op, int dir)
2255{ 2066{
2256 object *tmp, *mon; 2067 object *tmp, *mon;
2257 sint16 nx, ny; 2068 sint16 nx, ny;
2259 maptile *m; 2070 maptile *m;
2260 2071
2261 nx = freearr_x[dir] + op->x; 2072 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2073 ny = freearr_y[dir] + op->y;
2263 2074
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2075 on_battleground = op_on_battleground (op, 0, 0);
2265 2076
2266 /* If braced, or can't move to the square, and it is not out of the 2077 /* 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 2078 * 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 2079 * 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 2080 * player. This is a pretty nasty hack, because if we could
2274 */ 2085 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2086 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2087 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2088 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2089 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2090 m = op->map->xy_find (nx, ny);
2280 if (!m) 2091 if (!m)
2281 return; /* Don't think this should happen */ 2092 return; /* Don't think this should happen */
2282 } 2093 }
2283 else 2094 else
2284 m = op->map; 2095 m = op->map;
2285 2096
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2097 if (!(tmp = m->at (nx, ny).bot))
2287 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2289 return; 2098 return;
2290 }
2291 2099
2292 mon = NULL; 2100 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2101 /* 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. 2102 * 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 2103 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2104 * on the space
2297 */ 2105 */
2298 while (tmp != NULL) 2106 while (tmp)
2299 { 2107 {
2300 if (tmp == op) 2108 if (tmp == op)
2301 { 2109 {
2302 tmp = tmp->above; 2110 tmp = tmp->above;
2303 continue; 2111 continue;
2313 mon = tmp; 2121 mon = tmp;
2314 2122
2315 tmp = tmp->above; 2123 tmp = tmp->above;
2316 } 2124 }
2317 2125
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2126 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2127 return; /* into a wall */
2320 2128
2321 if (mon->head != NULL) 2129 if (mon->head)
2322 mon = mon->head; 2130 mon = mon->head;
2323 2131
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2132 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2133 if (player_attack_door (op, mon))
2326 return; 2134 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2156 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2157 {
2350 /* If we're braced, we don't want to switch places with it */ 2158 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2159 if (op->contr->braced)
2352 return; 2160 return;
2161
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2162 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2163 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2164 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2165 make_visible (op);
2166
2357 return; 2167 return;
2358 } 2168 }
2359 2169
2360 /* in certain circumstances, you shouldn't attack friendly 2170 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2171 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2173 * attack them either.
2364 */ 2174 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2178 (op->contr->peaceful
2369 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2370 && mon->contr-> 2180 && mon->contr->
2371 peaceful)) && 2181 peaceful)) &&
2372#else 2182#else
2373 op->contr->peaceful && 2183 op->contr->peaceful &&
2374#endif 2184#endif
2375 !on_battleground)) 2185 !on_battleground))
2376 { 2186 {
2377 if (!op->contr->braced) 2187 if (!op->contr->braced)
2378 { 2188 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2190 push_ob (mon, dir, op);
2381 } 2191 }
2382 else 2192 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2194
2386 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2196 make_visible (op);
2388 } 2197 }
2389 2198
2390 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2401 * Way it works is like this: First, it must have some hit points 2210 * Way it works is like this: First, it must have some hit points
2402 * and be living. Then, it must be one of the following: 2211 * and be living. Then, it must be one of the following:
2403 * 1) Not a player, 2) A player, but of a different party. Note 2212 * 1) Not a player, 2) A player, but of a different party. Note
2404 * that party_number -1 is no party, so attacks can still happen. 2213 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2214 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2215 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2408 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2216 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2217 {
2410 2218
2411 /* If the player hasn't hit something this tick, and does 2219 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2226 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2227
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2228 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2229 }
2422 2230
2423 skill_attack (mon, op, 0, NULL, NULL); 2231 skill_attack (mon, op, 0, 0, 0);
2424 2232
2425 /* If attacking another player, that player gets automatic 2233 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2234 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2235 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2236 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2238 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2239 {
2432 short luck = mon->stats.luck; 2240 short luck = mon->stats.luck;
2433 2241
2434 mon->contr->has_hit = 1; 2242 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2243 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2244 mon->stats.luck = luck;
2437 } 2245 }
2246
2438 if (action_makes_visible (op)) 2247 if (action_makes_visible (op))
2439 make_visible (op); 2248 make_visible (op);
2440 } 2249 }
2441 } /* if player should attack something */ 2250 } /* if player should attack something */
2442} 2251}
2444int 2253int
2445move_player (object *op, int dir) 2254move_player (object *op, int dir)
2446{ 2255{
2447 int pick; 2256 int pick;
2448 2257
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2258 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2259 return 0;
2451 2260
2452 /* Sanity check: make sure dir is valid */ 2261 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2262 if ((dir < 0) || (dir >= 9))
2454 { 2263 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2264 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2265 return 0;
2457 } 2266 }
2458 2267
2459 /* peterm: added following line */ 2268 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2269 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2270 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2462 2271
2463 op->facing = dir; 2272 op->facing = dir;
2464 2273
2477 2286
2478 /* Add special check for newcs players and fire on - this way, the 2287 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2288 * server can handle repeat firing.
2480 */ 2289 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2290 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2291 op->direction = dir;
2484 }
2485 else 2292 else
2486 {
2487 op->direction = 0; 2293 op->direction = 0;
2488 } 2294
2489 /* Update how the player looks. Use the facing, so direction may 2295 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2296 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2297 * for players.
2492 */ 2298 */
2493 animate_object (op, op->facing); 2299 animate_object (op, op->facing);
2545 2351
2546 /* call this here - we also will call this in do_ericserver, but 2352 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2353 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2354 * called, so we recheck it here.
2549 */ 2355 */
2550 HandleClient (op->contr->socket, op->contr); 2356 if (op->contr->ns->handle_command ())
2357 return 1;
2358
2551 if (op->speed_left < 0) 2359 if (op->speed_left > 0)
2552 return 0; 2360 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2361 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2362 {
2556 /* All move commands take 1 tick, at least for now */ 2363 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2364 op->speed_left--;
2558 2365
2559 /* Instead of all the stuff below, let move_player take care 2366 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2367 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2368 * there, as well as the confusion stuff.
2562 */ 2369 */
2563 move_player (op, op->direction); 2370 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2371
2565 return 1; 2372 return op->speed_left > 0;
2566 else 2373 }
2567 return 0;
2568 } 2374 }
2569 2375
2570 return 0; 2376 return 0;
2571} 2377}
2572 2378
2592 op->stats.hp = op->stats.maxhp; 2398 op->stats.hp = op->stats.maxhp;
2593 2399
2594 if (op->stats.food < 0) 2400 if (op->stats.food < 0)
2595 op->stats.food = 999; 2401 op->stats.food = 999;
2596 2402
2597 fix_player (op); 2403 op->update_stats ();
2598 return 1; 2404 return 1;
2599 } 2405 }
2600 2406
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2407 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2408 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614{ 2420{
2615 object *next; 2421 object *next;
2616 2422
2617 while (op) 2423 while (op)
2618 { 2424 {
2619 next = op->below; /* Make sure we have a good value, in case 2425 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2426
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2427 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2428 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2429 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2430 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2431
2432 op->insert_at (env);
2630 } 2433 }
2631 else if (op->inv) 2434 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2435 remove_unpaid_objects (op->inv, env);
2633 2436
2634 op = next; 2437 op = next;
2635 } 2438 }
2636} 2439}
2637
2638 2440
2639/* 2441/*
2640 * Returns pointer a static string containing gravestone text 2442 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2443 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2444 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2479 strcat (buf2, buf);
2678 2480
2679 return buf2; 2481 return buf2;
2680} 2482}
2681
2682
2683 2483
2684void 2484void
2685do_some_living (object *op) 2485do_some_living (object *op)
2686{ 2486{
2687 int last_food = op->stats.food; 2487 int last_food = op->stats.food;
2696 const int max_grace = 1; 2496 const int max_grace = 1;
2697 2497
2698 if (op->contr->outputs_sync) 2498 if (op->contr->outputs_sync)
2699 { 2499 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2500 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) 2501 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]); 2502 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2503 }
2704 2504
2705 if (op->contr->state == ST_PLAYING) 2505 if (op->contr->ns->state == ST_PLAYING)
2706 { 2506 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2507 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2508 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2509 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2510 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2511 else
2713 { 2512 {
2714 gen_hp = op->stats.maxhp; 2513 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2514 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2515 }
2516
2717 if (op->contr->gen_sp >= 0) 2517 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2518 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2519 else
2720 { 2520 {
2721 gen_sp = op->stats.maxsp; 2521 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2522 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2523 }
2524
2724 if (op->contr->gen_grace >= 0) 2525 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2526 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2527 else
2727 { 2528 {
2728 gen_grace = op->stats.maxgrace; 2529 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2545 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2546 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2547 op->stats.food = last_food;
2747 } 2548 }
2748 } 2549 }
2550
2749 if (max_sp > 1) 2551 if (max_sp > 1)
2750 { 2552 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2553 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2554 if (over_sp > 0)
2753 { 2555 {
2754 if (op->stats.sp < op->stats.maxsp) 2556 if (op->stats.sp < op->stats.maxsp)
2755 { 2557 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2558 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2559
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2560 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2561 op->stats.sp--;
2562
2759 if (op->stats.sp > op->stats.maxsp) 2563 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2564 op->stats.sp = op->stats.maxsp;
2761 } 2565 }
2762 op->last_sp = 0; 2566 op->last_sp = 0;
2763 } 2567 }
2764 else 2568 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2570 }
2769 else 2571 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2572 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2573 }
2774 2574
2775 /* Regenerate Grace */ 2575 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2576 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2577 if (--op->last_grace < 0)
2778 { 2578 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2579 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2580 op->stats.grace++; /* no penalty in food for regaining grace */
2581
2781 if (max_grace > 1) 2582 if (max_grace > 1)
2782 { 2583 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2584 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2585 if (over_grace > 0)
2785 { 2586 {
2813 op->stats.food += op->contr->digestion; 2614 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2615 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2616 op->stats.food = last_food;
2816 } 2617 }
2817 } 2618 }
2619
2818 if (max_hp > 1) 2620 if (max_hp > 1)
2819 { 2621 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2622 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2623 if (over_hp > 0)
2822 { 2624 {
2846 2648
2847 if (op->contr->gen_hp > 0) 2649 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2650 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2651 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2653
2851 /* dms do not consume food */ 2654 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2655 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2656 op->stats.food--;
2854 } 2657 }
2855 }
2856 2658
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2659 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2660 {
2859 object *tmp, *flesh = NULL; 2661 object *tmp, *flesh = 0;
2860 2662
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2663 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2664 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2665 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2666 {
2667 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2668 {
2867 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.");
2868 manual_apply (op, tmp, 0); 2670 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2671 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2672 break;
2871 } 2673 }
2872 else if (tmp->type == FLESH) 2674 else if (tmp->type == FLESH)
2873 flesh = tmp; 2675 flesh = tmp;
2874 } /* End if paid for object */ 2676 } /* End if paid for object */
2875 } /* end of for loop */ 2677 } /* end of for loop */
2678
2876 /* If player is still starving, it means they don't have any food, so 2679 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2680 * eat flesh instead.
2878 */ 2681 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2682 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2683 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2684 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2685 manual_apply (op, flesh, 0);
2883 } 2686 }
2884 } /* end if player is starving */ 2687 }
2885 2688
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2689 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2690 op->stats.food++, op->stats.hp--;
2888 2691
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2692 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2693 kill_player (op);
2694 }
2891} 2695}
2892
2893
2894 2696
2895/* If the player should die (lack of hp, food, etc), we call this. 2697/* 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 2698 * 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 2699 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2700 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2730 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2929 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2731 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2732
2931 /* restore player */ 2733 /* restore player */
2932 at = archetype::find ("poisoning"); 2734 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2735 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2736 {
2936 tmp->destroy (); 2737 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2738 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2739 }
2939 2740
2940 at = archetype::find ("confusion"); 2741 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2742 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2743 {
2944 tmp->destroy (); 2744 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2746 }
2947 2747
2949 op->stats.hp = op->stats.maxhp; 2749 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2750 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2751 op->stats.food = 999;
2952 2752
2953 /* create a bodypart-trophy to make the winner happy */ 2753 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2754 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2755 {
2957 sprintf (buf, "%s's finger", &op->name); 2756 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2757 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2758 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2759 " the %s, when he was defeated at\n level %d by %s.\n",
2961 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2761 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2762 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2763 tmp->materialname = NULL;
2965 tmp->x = op->x, tmp->y = op->y; 2764 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2765 }
2968 2766
2969 /* teleport defeated player to new destination */ 2767 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2768 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2769 op->contr->braced = 0;
2997 op->stats.hp = op->stats.maxhp; 2795 op->stats.hp = op->stats.maxhp;
2998 return; 2796 return;
2999 } 2797 }
3000 sprintf (buf, "%s died.", &op->name); 2798 sprintf (buf, "%s died.", &op->name);
3001 } 2799 }
2800
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2802
3004 /* save the map location for corpse, gravestone */ 2803 /* save the map location for corpse, gravestone */
3005 x = op->x; 2804 x = op->x;
3006 y = op->y; 2805 y = op->y;
3007 map = op->map; 2806 map = op->map;
3008 2807
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2808 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2809 * 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. 2810 * See the config.h file for a little more in depth detail about this.
3015 */ 2811 */
3016 2812
3017 /* Basically two ways to go - remove a stat permanently, or just 2813 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2814 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2815 * of death.
3020 */ 2816 */
3021#ifndef COZY_SERVER 2817#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2818 if (settings.balanced_stat_loss)
3023 { 2819 {
3024 /* If stat loss is permanent, lose one stat only. */ 2820 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2821 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2822 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2823 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2824 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2825 little bit harder. */
3030 /* GD */ 2826 /* GD */
3031 if (settings.stat_loss_on_death) 2827 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2828 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2829 else
3037 { 2830 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831 }
2832 else
3038 num_stats_lose = 1; 2833 num_stats_lose = 1;
3039 } 2834
3040 lost_a_stat = 0; 2835 lost_a_stat = 0;
3041 2836
3042 for (z = 0; z < num_stats_lose; z++) 2837 for (z = 0; z < num_stats_lose; z++)
3043 { 2838 {
3044 i = RANDOM () % NUM_STATS; 2839 i = RANDOM () % NUM_STATS;
3045 2840
3046 if (settings.stat_loss_on_death) 2841 if (settings.stat_loss_on_death)
3047 { 2842 {
3048 /* Pick a random stat and take a point off it. Tell the player 2843 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2844 * what he lost.
3050 */ 2845 */
3051 change_attr_value (&(op->stats), i, -1); 2846 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2847 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2848 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2849 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2850 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2851 lost_a_stat = 1;
2852 }
2853 else
2854 {
2855 /* deplete a stat */
2856 archetype *deparch = archetype::find ("depletion");
2857 object *dep;
2858
2859 dep = present_arch_in_ob (deparch, op);
2860 if (!dep)
2861 {
2862 dep = arch_to_object (deparch);
2863 insert_ob_in_ob (dep, op);
3057 } 2864 }
3058 else 2865 lose_this_stat = 1;
2866 if (settings.balanced_stat_loss)
3059 { 2867 {
3060 /* deplete a stat */ 2868 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2869 /* Get the stat that we're about to deplete. */
3062 object *dep; 2870 this_stat = get_attr_value (&(dep->stats), i);
3063 2871 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2872 {
3067 dep = arch_to_object (deparch); 2873 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2874 int keep_chance = this_stat * this_stat;
3069 } 2875
3070 lose_this_stat = 1; 2876 /* 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) 2877 if (keep_chance < 1)
2878 keep_chance = 1;
2879
2880 /* There is a maximum depletion total per level. */
2881 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2882 {
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; 2883 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2884 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2885 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 } 2886 }
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 */ 2887 else
3112 if (this_stat >= -50)
3113 { 2888 {
3114 change_attr_value (&(dep->stats), i, -1); 2889 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; 2890 lose_this_stat = 0;
2891 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2892 this_stat, keep_chance, loss_chance,
2893 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2894 }
3120 } 2895 }
3121 } 2896 }
2897
2898 if (lose_this_stat)
2899 {
2900 this_stat = get_attr_value (&(dep->stats), i);
2901 /* We could try to do something clever like find another
2902 * stat to reduce if this fails. But chances are, if
2903 * stats have been depleted to -50, all are pretty low
2904 * and should be roughly the same, so it shouldn't make a
2905 * difference.
2906 */
2907 if (this_stat >= -50)
2908 {
2909 change_attr_value (&(dep->stats), i, -1);
2910 SET_FLAG (dep, FLAG_APPLIED);
2911 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2912 op->update_stats ();
2913 lost_a_stat = 1;
2914 }
3122 } 2915 }
2916 }
2917 }
3123 /* If no stat lost, tell the player. */ 2918 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2919 if (!lost_a_stat)
3125 { 2920 {
3126 /* determine_god() seems to not work sometimes... why is this? 2921 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2922 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2923 const char *god = determine_god (op);
3129 2924
3130 if (god && (strcmp (god, "none"))) 2925 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); 2926 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2927 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2929 }
3135#else 2930#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2932#endif
3138 2933
3139 /* Put a gravestone up where the character 'almost' died. List the 2934 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2935 * exp loss on the stone.
3141 */ 2936 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2937 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2938 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2939 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2940 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2941 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); 2942 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; 2943 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2944 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2945 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2946
3152 /**************************************/ 2947 /**************************************/
3153 /* */ 2948 /* */
3154 /* Subtract the experience points, */ 2949 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2950 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2951 /* food, and reset HP's... */
3157 /* */ 2952 /* */
3158 /**************************************/ 2953 /**************************************/
3159 2954
3160 /* remove any poisoning and confusion the character may be suffering. */ 2955 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2956 /* restore player */
3162 at = archetype::find ("poisoning"); 2957 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2958 tmp = present_arch_in_ob (at, op);
3164 2959
3165 if (tmp) 2960 if (tmp)
3166 { 2961 {
3167 tmp->destroy (); 2962 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2963 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2964 }
3170 2965
3171 at = archetype::find ("confusion"); 2966 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2967 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2968 if (tmp)
3174 { 2969 {
3175 tmp->destroy (); 2970 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2972 }
3178 2973
3179 cure_disease (op, 0); /* remove any disease */ 2974 cure_disease (op, 0); /* remove any disease */
3180 2975
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2976 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2977 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2978 if (op->stats.food < 100)
3184 op->stats.food = 900; 2979 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2980 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2983
3189 /* 2984 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2985 * 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 2986 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2987 * in the map.
3193 */ 2988 */
3194 2989
3195 if (is_in_shop (op)) 2990 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2991 remove_unpaid_objects (op->inv, op);
3197 2992
3198 /****************************************/ 2993 /****************************************/
3199 /* */ 2994 /* */
3200 /* Move player to his current respawn- */ 2995 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2996 /* position (usually last savebed) */
3202 /* */ 2997 /* */
3203 /****************************************/ 2998 /****************************************/
3204 2999
3205 enter_player_savebed (op); 3000 enter_player_savebed (op);
3206 3001
3207 /* Save the player before inserting the force to reduce 3002 /* Save the player before inserting the force to reduce
3208 * chance of abuse. 3003 * chance of abuse.
3209 */ 3004 */
3210 op->contr->braced = 0; 3005 op->contr->braced = 0;
3211 save_player (op, 1); 3006 op->contr->save ();
3212 3007
3213 /* it is possible that the player has blown something up 3008 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 3009 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 3010 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 3011 * on the space that might harm the player.
3217 */ 3012 */
3218 will_kill_again = 0; 3013 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3014 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3015 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3016 will_kill_again |= tmp->attacktype;
3222 3017
3223 if (will_kill_again) 3018 if (will_kill_again)
3224 { 3019 {
3225 object *force; 3020 object *force;
3226 int at; 3021 int at;
3227 3022
3228 force = get_archetype (FORCE_NAME); 3023 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 3024 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 3025 force->speed = 0.1;
3231 force->speed_left = -5.0; 3026 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 3027 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 3028 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 3029 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 3030 force->resist[at] = 100;
3236 3031
3237 insert_ob_in_ob (force, op); 3032 insert_ob_in_ob (force, op);
3238 fix_player (op); 3033 op->update_stats ();
3239 3034
3240 } 3035 }
3241 3036
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3037 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} 3038}
3311
3312 3039
3313void 3040void
3314loot_object (object *op) 3041loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 3042{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 3043 object *tmp, *tmp2, *next;
3317 3044
3318 if (op->container) 3045 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 3046 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 3047
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 3048 for (tmp = op->inv; tmp; tmp = next)
3324 { 3049 {
3325 next = tmp->below; 3050 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 3051
3052 if (tmp->invisible)
3327 continue; 3053 continue;
3054
3328 tmp->remove (); 3055 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3056 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3057 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3058 { /* empty container to ground */
3332 loot_object (tmp); 3059 loot_object (tmp);
3354 */ 3081 */
3355 3082
3356void 3083void
3357fix_weight (void) 3084fix_weight (void)
3358{ 3085{
3359 player *pl; 3086 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3087 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3088 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3089
3365 if (old == sum) 3090 if (old == sum)
3366 continue; 3091 continue;
3367 fix_player (pl->ob); 3092 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3093 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3094 }
3370} 3095}
3371 3096
3372void 3097void
3373fix_luck (void) 3098fix_luck (void)
3374{ 3099{
3375 player *pl; 3100 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3101 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3102 pl->ob->change_luck (0);
3380} 3103}
3381
3382 3104
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3105/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3106 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3107 * just treat this as any other spell casting object.
3386 */ 3108 */
3387
3388void 3109void
3389cast_dust (object *op, object *throw_ob, int dir) 3110cast_dust (object *op, object *throw_ob, int dir)
3390{ 3111{
3391 object *skop, *spob; 3112 object *skop, *spob;
3392 3113
3437 object *tmp = NULL; 3158 object *tmp = NULL;
3438 3159
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3161 return 1;
3441 3162
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; 3163 return 0;
3448} 3164}
3449 3165
3450/* look at the surrounding terrain to determine 3166/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3167 * the hideability of this object. Positive levels
3507 3223
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3224 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3225
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3226 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3227 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3228 if (!skop || num >= skop->level)
3514 { 3229 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3230 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3231 make_visible (op);
3517 return; 3232 return;
3518 } 3233 }
3519 else 3234 else
3520 num += 20; 3235 num += 20;
3521 } 3236
3522 num += op->map->difficulty; 3237 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3238 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3239 num -= hide;
3240
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3241 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3242 {
3527 make_visible (op); 3243 make_visible (op);
3528 if (op->type == PLAYER) 3244 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3245 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3246 }
3531 else if (op->type == PLAYER && skop) 3247 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3248 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3249}
3536 3250
3537/* determine if who is standing near a hostile creature. */ 3251/* determine if who is standing near a hostile creature. */
3538 3252
3539int 3253int
3566 if (mflags & P_OUT_OF_MAP) 3280 if (mflags & P_OUT_OF_MAP)
3567 continue; 3281 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3282 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3283 continue;
3570 3284
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3285 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3286 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3287 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3288 return 1;
3575 else if (tmp->type == PLAYER) 3289 else if (tmp->type == PLAYER)
3576 { 3290 {
3606 if (pl->type != PLAYER) 3320 if (pl->type != PLAYER)
3607 { 3321 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3322 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3323 return -1;
3610 } 3324 }
3325
3611 if (!pl || !op) 3326 if (!pl || !op)
3612 return 0; 3327 return 0;
3613 3328
3614 if (op->head)
3615 {
3616 op = op->head; 3329 op = op->head_ ();
3617 } 3330
3618 get_rangevector (pl, op, &rv, 0x1); 3331 get_rangevector (pl, op, &rv, 0x1);
3619 3332
3620 /* starting with the 'head' part, lets loop 3333 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3334 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3335 * part that is in the los array but isnt on
3630 3343
3631 /* only the viewable area the player sees is updated by LOS 3344 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3345 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3346 * for any meaningful values.
3634 */ 3347 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3349 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3350 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3351 return 1;
3639 op = op->more; 3352 op = op->more;
3640 } 3353 }
3641 return 0; 3354 return 0;
3642} 3355}
3752 if (trlist == NULL || who->type != PLAYER) 3465 if (trlist == NULL || who->type != PLAYER)
3753 return; 3466 return;
3754 3467
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3468 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3469
3757 if (tr == NULL || tr->item == NULL) 3470 if (!tr || !tr->item)
3758 { 3471 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3472 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3473 return;
3761 } 3474 }
3762 3475
3828 { 3541 {
3829 /* forces in the treasurelist can alter the player's stats */ 3542 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3543 object *skin;
3831 3544
3832 /* first get the dragon skin force */ 3545 /* first get the dragon skin force */
3546 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); 3547 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3548 ;
3549
3834 if (skin == NULL) 3550 if (!skin)
3835 return; 3551 return;
3836 3552
3837 /* adding new spellpath attunements */ 3553 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3554 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3555 {

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