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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 1.89 by root, Sun Jan 7 02:39:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <newclient.h>
33 33
34#ifdef COZY_SERVER 34#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 35#include <functional>
36#endif
37 36
38player * 37playervec players;
39find_player (const char *plname)
40{
41 player *pl;
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
46 return pl;
47 };
48 return NULL;
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}
76 38
77void 39void
78display_motd (const object *op) 40display_motd (const object *op)
79{ 41{
80 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
83 int comp; 45 int comp;
84 int size; 46 int size;
85 47
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 50 return;
90 } 51
91 motd[0] = '\0'; 52 motd[0] = '\0';
92 size = 0; 53 size = 0;
54
93 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
94 { 56 {
95 if (*buf == '#') 57 if (*buf == '#')
96 continue; 58 continue;
59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 61 size += strlen (buf);
99 } 62 }
63
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
102} 66}
103 67
104void 68void
110 int comp; 74 int comp;
111 int size; 75 int size;
112 76
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 79 return;
117 } 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
83
120 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
121 { 85 {
122 if (*buf == '#') 86 if (*buf == '#')
123 continue; 87 continue;
88
124 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
125 { 90 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 92 break;
128 } 93 }
94
129 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 96 size += strlen (buf);
131 } 97 }
98
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
134} 101}
135 102
136void 103void
144 int size; 111 int size;
145 112
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 115 return;
116
149 news[0] = '\0'; 117 news[0] = '\0';
150 subject[0] = '\0'; 118 subject[0] = '\0';
151 size = 0; 119 size = 0;
120
152 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 122 {
154 if (*buf == '#') 123 if (*buf == '#')
155 continue; 124 continue;
125
156 if (*buf == '%') 126 if (*buf == '%')
157 { /* send one news */ 127 { /* send one news */
158 if (size > 0) 128 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 */ 129 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 */
130
160 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
161 strip_endline (subject); 132 strip_endline (subject);
162 size = 0; 133 size = 0;
163 news[0] = '\0'; 134 news[0] = '\0';
164 } 135 }
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 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); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
180} 151}
181 152
182int 153/* This loads the first map an puts the player on it. */
183playername_ok (const char *cp) 154static void
155set_first_map (object *op)
184{ 156{
185 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
186 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
187 return 0; 179 return;
188 180
189 for (; *cp != '\0'; cp++) 181 players.insert (this);
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
191 return 0; 192 return;
192 return 1;
193}
194 193
195/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
196 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
197 * Caller is responsible for setting the correct map. 196 ob->remove ();
198 */ 197 ob->map = 0;
199 198
200/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
201 * Hopefully this will be less bugfree and simpler. 200}
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{
209 object *op = arch_to_object (get_player_archetype (0));
210 int i;
211 201
212 /* Clears basically the entire player structure except 202// connect the player with a specific client
213 * for next and socket. 203// also changed, rationalises, and fixes some incorrect settings
204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
209
210 ns->update_look = 0;
211 ns->look_position = 0;
212
213 clear_los (ob);
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
214 */ 235 */
215 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
216 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263
264 esrv_new_player (this, ob->weight + ob->carrying);
265
266 ob->update_stats ();
267 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0);
271
272 activate ();
273
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this);
280}
281
282void
283player::disconnect ()
284{
285 //TODO: don't be so harsh and destroy :)
286 if (ns)
287 {
288 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290
291 INVOKE_PLAYER (DISCONNECT, this);
292
293 ns->pl = 0;
294 this->ns = 0;
295 }
296
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315}
316
317player::player ()
318{
217 /* There are some elements we want initialized to non zero value - 319 /* There are some elements we want initialised to non zero value -
218 * we deal with that below this point. 320 * we deal with that below this point.
219 */ 321 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 322 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 323 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 324 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 325
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 326 savebed_map = first_map_path; /* Init. respawn position */
231 327
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; 328 gen_sp_armour = 10;
250 p->last_speed = -1; 329 last_speed = -1;
251 p->shoottype = range_none; 330 shoottype = range_none;
252 p->bowtype = bow_normal; 331 bowtype = bow_normal;
253 p->petmode = pet_normal; 332 petmode = pet_normal;
254 p->listening = 10; 333 listening = 10;
255 p->usekeys = containers; 334 usekeys = containers;
256 p->last_weapon_sp = -1; 335 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 336 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 337 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);
266 338
267 /* we need to clear these to -1 and not zero - otherwise, 339 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 340 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 341 * send new values to the client, as things like exp start
270 * at zero. 342 * at zero.
271 */ 343 */
272 for (i = 0; i < NUM_SKILLS; i++) 344 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 345 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 346
278 for (i = 0; i < NROFATTACKS; i++) 347 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 348 last_resist[i] = -1;
280 349
281 p->last_stats.exp = -1; 350 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 351 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 352}
289 353
290/* This loads the first map an puts the player on it. */ 354void
291static void 355player::do_destroy ()
292set_first_map (object *op)
293{ 356{
294 strcpy (op->contr->maplevel, first_map_path); 357 disconnect ();
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
300/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
302 * mode. 376 * mode.
303 */ 377 */
304 378player *
305int 379player::create ()
306add_player (client_socket *ns)
307{ 380{
308 player *p = new player; 381 player *pl = new player;
309 382
310 p->socket = ns; 383 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); 384 set_first_map (pl->ob);
319 385
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; 386 return pl;
328} 387}
329 388
330/* 389/*
331 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
341 { 400 {
342 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
343 at = first_archetype; 402 at = first_archetype;
344 else 403 else
345 at = at->next; 404 at = at->next;
405
346 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
347 return at; 407 return at;
408
348 if (at == start) 409 if (at == start)
349 { 410 {
350 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 412 exit (-1);
352 } 413 }
353 } 414 }
354} 415}
355 416
356
357object * 417object *
358get_nearest_player (object *mon) 418get_nearest_player (object *mon)
359{ 419{
360 object *op = NULL; 420 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 421 objectlink *ol;
363 unsigned lastdist; 422 unsigned lastdist;
364 rv_vector rv; 423 rv_vector rv;
365 424
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 { 457 {
399 op = ol->ob; 458 op = ol->ob;
400 lastdist = rv.distance; 459 lastdist = rv.distance;
401 } 460 }
402 } 461 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 462
404 { 463 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
409 { 466 {
410 op = pl->ob; 467 op = pl->ob;
411 lastdist = rv.distance; 468 lastdist = rv.distance;
412 } 469 }
413 } 470
414 }
415#if 0 471#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 473#endif
418 return op; 474 return op;
419} 475}
437 * circling behaviour. Unfortunately, this function is also used to determined 493 * 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 494 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 495 * is probably not a good thing.
440 */ 496 */
441#define MAX_SPACES 50 497#define MAX_SPACES 50
442
443 498
444/* 499/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * 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 501 * 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 502 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 741 /* Need to set up the skill pointers */
687 link_player_skills (pl); 742 link_player_skills (pl);
688} 743}
689 744
690void 745void
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) 746get_party_password (object *op, partylist *party)
775{ 747{
776 if (party == NULL) 748 if (party == NULL)
777 { 749 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 750 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 751 return;
780 } 752 }
753
781 op->contr->write_buf[0] = '\0'; 754 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 755 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 756 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 757 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 758}
786
787 759
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 760/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 761static int
790roll_stat (void) 762roll_stat (void)
791{ 763{
792 int a[4], i, j, k; 764 int a[4], i, j, k;
793 765
794 for (i = 0; i < 4; i++) 766 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 769 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 770 if (a[i] < k)
799 k = a[i], j = i; 771 k = a[i], j = i;
800 772
801 for (i = 0, k = 0; i < 4; i++) 773 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 774 if (i != j)
804 k += a[i]; 775 k += a[i];
805 } 776
806 return k; 777 return k;
807} 778}
808 779
809void 780void
810roll_stats (object *op) 781object::roll_stats ()
811{ 782{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 783 int statsort [7];
815 784
816 do 785 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 } 786 {
827 while (sum < 82 || sum > 116); 787 int sum = 0;
788 for (int i = 7; i--; )
789 sum += statsort [i] = roll_stat ();
828 790
791 if (sum >= 82 && sum <= 116)
792 break;
793 }
794
829 /* Sort the stats so that rerolling is easier... */ 795 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 796 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;
837 797
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]; 798 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 799 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 800 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 801 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 802 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 803 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 804 stats.Cha = statsort[6];
862 805
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; 806 stats.exp = 0;
874 op->stats.ac = 0; 807 stats.ac = 0;
875 808
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; 809 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
815 contr->levhp[1] = 9;
816 contr->levsp[1] = 6;
817 contr->levgrace[1] = 3;
818
884 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
885} 821}
886 822
887void 823void
888Roll_Again (object *op) 824object::swap_stats (int a, int b)
889{ 825{
890 esrv_new_player (op->contr, 0); 826 int tmp = get_attr_value (&contr->orig_stats, a);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 827 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)? "); 828 set_attr_value (&contr->orig_stats, b, tmp);
893}
894 829
895void 830 stats.Str = contr->orig_stats.Str;
896Swap_Stat (object *op, int Swap_Second) 831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858}
859
860static void
861start_info (object *op)
897{ 862{
898 signed char tmp;
899 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
900 864
901 if (op->contr->Swap_First == -1) 865 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); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 867 //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); 868 //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} 869}
1016 870
1017/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1021 * not the class. 875 * not the class.
1022 */ 876 */
1023
1024int 877int
1025key_change_class (object *op, char key) 878key_change_class (object *op, char key)
1026{ 879{
1027 int tmp_loop; 880 int tmp_loop;
1028 881
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 882 if (key == 'd' || key == 'D')
1036 { 883 {
1037 char buf[MAX_BUF]; 884 char buf[MAX_BUF];
1038 885
1039 /* this must before then initial items are given */ 886 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 891 create_treasure (tl, op, 0, 0, 0);
1045 892
1046 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, op->contr);
1048 895
1049 op->contr->state = ST_PLAYING; 896 op->contr->ns->state = ST_PLAYING;
1050 897
1051 if (op->msg) 898 if (op->msg)
1052 op->msg = NULL; 899 op->msg = NULL;
1053 900
1054 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
1063 start_info (op); 910 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 912 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 913 link_player_skills (op);
1067 esrv_send_inventory (op, op); 914 esrv_send_inventory (op, op);
1068 fix_player (op); 915 op->update_stats ();
1069 916
1070 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1071 * is one for this race 918 * is one for this race
1072 */ 919 */
1073 if (*first_map_ext_path) 920 if (*first_map_ext_path)
1074 { 921 {
1075 object *tmp; 922 object *tmp;
1076 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1077 924
1078 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1079 tmp = object::create (); 926 tmp = object::create ();
1080 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
1081 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = op->x;
1082 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = op->y;
1083 enter_exit (op, tmp); /* we don't really care if it succeeded; 930 op->enter_exit (tmp); /* we don't really care if it succeeded;
1084 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1085 * default initial map */ 932 * default initial map */
1086 tmp->destroy (); 933 tmp->destroy ();
1087 } 934 }
1088 else 935 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 937
1092 return 0; 938 return 0;
1093 } 939 }
1094 940
1095 /* Following actually changes the race - this is the default command 941 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 942 * if we don't match with one of the options above.
1100 while (!tmp_loop) 946 while (!tmp_loop)
1101 { 947 {
1102 shstr name = op->name; 948 shstr name = op->name;
1103 int x = op->x, y = op->y; 949 int x = op->x, y = op->y;
1104 950
1105 remove_statbonus (op); 951 op->remove_statbonus ();
1106 op->remove (); 952 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 953 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 954 op->arch->clone.copy_to (op);
1109 op->instantiate (); 955 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 956 op->stats = op->contr->orig_stats;
1112 op->x = x; 958 op->x = x;
1113 op->y = y; 959 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 962 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 963 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 964 tmp_loop = allowed_class (op);
1119 } 965 }
1120 966
1121 update_object (op, UP_OBJ_FACE); 967 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 969 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 970 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 971 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 972 op->stats.grace = 0;
1127 973
1128 if (op->msg) 974 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 975 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 976
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 977 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; 978 return 0;
1133}
1134
1135int
1136key_confirm_quit (object *op, char key)
1137{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 {
1142 op->contr->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1;
1145 }
1146
1147 INVOKE_PLAYER (LOGOUT, op->contr);
1148 INVOKE_PLAYER (QUIT, op->contr);
1149
1150 terminate_all_pets (op);
1151 leave_map (op);
1152 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154
1155 strcpy (op->contr->killer, "quit");
1156 check_score (op);
1157 op->contr->party = NULL;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0';
1160
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;
1182} 979}
1183 980
1184void 981void
1185flee_player (object *op) 982flee_player (object *op)
1186{ 983{
1216 { 1013 {
1217 op->enemy = NULL; 1014 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1016 return;
1220 } 1017 }
1018
1221 get_rangevector (op, op->enemy, &rv, 0); 1019 get_rangevector (op, op->enemy, &rv, 0);
1222 1020
1223 dir = absdir (4 + rv.direction); 1021 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1022 for (diff = 0; diff < 3; diff++)
1225 { 1023 {
1226 int m = 1 - (RANDOM () & 2); 1024 int m = 1 - (RANDOM () & 2);
1227 1025
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1026 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1027 return;
1231 }
1232 } 1028 }
1029
1233 /* Cornered, get rid of scared */ 1030 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1031 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1032 op->enemy = NULL;
1236} 1033}
1237 1034
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 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)))); 1121 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1122 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1123 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)))); 1124 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1125
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1126 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 } 1127 }
1128
1359 /* philosophy: 1129 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1130 * 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 1131 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1132 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1133 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1134 * example.
1365 * The drawback: right now it has no frontend, so you need to 1135 * 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 1136 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1137 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1563 if (!dir)
1794 { 1564 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1566 return 0;
1797 } 1567 }
1568
1798 if (op->type == PLAYER) 1569 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1570 bow = op->contr->ranges[range_bow];
1800 else 1571 else
1801 { 1572 {
1802 for (bow = op->inv; bow; bow = bow->below) 1573 for (bow = op->inv; bow; bow = bow->below)
1810 { 1581 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1583 return 0;
1813 } 1584 }
1814 } 1585 }
1586
1815 if (!bow->race || !bow->skill) 1587 if (!bow->race || !bow->skill)
1816 { 1588 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1590 return 0;
1819 } 1591 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1594
1823 /* penalize ROF for bestarrow */ 1595 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1826 if (bowspeed < 1) 1599 if (bowspeed < 1)
1827 bowspeed = 1; 1600 bowspeed = 1;
1828 1601
1829 if (arrow == NULL) 1602 if (arrow == NULL)
1830 { 1603 {
1836 else 1609 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1610 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1611 return 0;
1839 } 1612 }
1840 } 1613 }
1614
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1616 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1617 return 0;
1845 } 1618
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1619 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1620 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1621 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1622 return 0;
1850 } 1623 }
1856 return 0; 1629 return 0;
1857 } 1630 }
1858 1631
1859 left = arrow; /* these are arrows left to the player */ 1632 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1633 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1634 if (!arrow)
1862 { 1635 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1636 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1637 return 0;
1865 } 1638 }
1639
1866 arrow->set_owner (op); 1640 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1641 arrow->skill = bow->skill;
1868
1869 arrow->direction = dir; 1642 arrow->direction = dir;
1870 arrow->x = sx;
1871 arrow->y = sy;
1872 1643
1873 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1874 { 1645 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1647 op->update_stats ();
1877 } 1648 }
1878 1649
1879 SET_ANIMATION (arrow, arrow->direction); 1650 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1652 arrow->stats.hp = arrow->stats.dam;
1891 1662
1892 /* update the speed */ 1663 /* update the speed */
1893 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1664 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; 1665 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1895 1666
1896 if (arrow->speed < 1.0) 1667 arrow->set_speed (max (arrow->speed, 1.0));
1897 arrow->speed = 1.0;
1898 update_ob_speed (arrow);
1899 arrow->speed_left = 0; 1668 arrow->speed_left = 0;
1900 1669
1901 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1902 { 1671 {
1903 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1913 } 1682 }
1914 1683
1915 if (arrow->attacktype == AT_PHYSICAL) 1684 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1917 1686
1918 if (bow->slaying != NULL) 1687 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1688 arrow->slaying = bow->slaying;
1920 1689
1921 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1690 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1924 1692
1925 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1926 insert_ob_in_map (arrow, m, op, 0); 1694 m->insert (arrow, sx, sy, op);
1927 1695
1928 if (!arrow->destroyed ()) 1696 if (!arrow->destroyed ())
1929 move_arrow (arrow); 1697 move_arrow (arrow);
1930 1698
1931 if (op->type == PLAYER) 1699 if (op->type == PLAYER)
1957 } 1725 }
1958 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1726 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1959 { 1727 {
1960 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1961 wcmod = -1; 1729 wcmod = -1;
1730
1962 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1963 } 1732 }
1964 else if (op->contr->bowtype == bow_threewide) 1733 else if (op->contr->bowtype == bow_threewide)
1965 { 1734 {
1966 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2036 1805
2037 if (item->arch) 1806 if (item->arch)
2038 { 1807 {
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1809 item->face = item->arch->clone.face;
2041 item->speed = 0; 1810 item->set_speed (0);
2042 update_ob_speed (item);
2043 } 1811 }
1812
2044 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1815 }
2047 } 1816 }
2048 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2049 {
2050 drain_rod_charge (item); 1818 drain_rod_charge (item);
2051 }
2052 } 1819 }
2053} 1820}
2054 1821
2055/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2056 */ 1823 */
2199 * 0 otherwise 1966 * 0 otherwise
2200 */ 1967 */
2201static int 1968static int
2202player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2203{ 1970{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* 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 - 1972 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2208 */ 1974 */
2209 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2251 */ 2017 */
2252
2253void 2018void
2254move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2255{ 2020{
2256 object *tmp, *mon; 2021 object *tmp, *mon;
2257 sint16 nx, ny; 2022 sint16 nx, ny;
2259 maptile *m; 2024 maptile *m;
2260 2025
2261 nx = freearr_x[dir] + op->x; 2026 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2027 ny = freearr_y[dir] + op->y;
2263 2028
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2265 2030
2266 /* If braced, or can't move to the square, and it is not out of the 2031 /* 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 2032 * 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 2033 * 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 2034 * player. This is a pretty nasty hack, because if we could
2274 */ 2039 */
2275 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2276 { 2041 {
2277 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2278 { 2043 {
2279 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2280 if (!m) 2045 if (!m)
2281 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2282 } 2047 }
2283 else 2048 else
2284 m = op->map; 2049 m = op->map;
2285 2050
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 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; 2052 return;
2290 }
2291 2053
2292 mon = NULL; 2054 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* 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. 2056 * 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 2057 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2058 * on the space
2297 */ 2059 */
2298 while (tmp != NULL) 2060 while (tmp)
2299 { 2061 {
2300 if (tmp == op) 2062 if (tmp == op)
2301 { 2063 {
2302 tmp = tmp->above; 2064 tmp = tmp->above;
2303 continue; 2065 continue;
2313 mon = tmp; 2075 mon = tmp;
2314 2076
2315 tmp = tmp->above; 2077 tmp = tmp->above;
2316 } 2078 }
2317 2079
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2081 return; /* into a wall */
2320 2082
2321 if (mon->head != NULL) 2083 if (mon->head)
2322 mon = mon->head; 2084 mon = mon->head;
2323 2085
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2326 return; 2088 return;
2348 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2349 { 2111 {
2350 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2351 if (op->contr->braced) 2113 if (op->contr->braced)
2352 return; 2114 return;
2115
2353 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2354 (void) push_ob (mon, dir, op); 2117 (void) push_ob (mon, dir, op);
2355 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2356 make_visible (op); 2119 make_visible (op);
2120
2357 return; 2121 return;
2358 } 2122 }
2359 2123
2360 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2361 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2363 * attack them either. 2127 * attack them either.
2364 */ 2128 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2132 (op->contr->peaceful
2369 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2370 && mon->contr-> 2134 && mon->contr->
2371 peaceful)) && 2135 peaceful)) &&
2372#else 2136#else
2373 op->contr->peaceful && 2137 op->contr->peaceful &&
2374#endif 2138#endif
2375 !on_battleground)) 2139 !on_battleground))
2376 { 2140 {
2377 if (!op->contr->braced) 2141 if (!op->contr->braced)
2378 { 2142 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2381 } 2145 }
2382 else 2146 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2148
2386 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2150 make_visible (op);
2388 } 2151 }
2389 2152
2390 /* If the object is a boulder or other rollable object, then 2153 /* 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 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2405 */ 2168 */
2406
2407 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2409 { 2171 {
2410 2172
2411 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2181
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2183 }
2422 2184
2423 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2424 2186
2425 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2190 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2193 {
2432 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2433 2195
2434 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2437 } 2199 }
2200
2438 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2439 make_visible (op); 2202 make_visible (op);
2440 } 2203 }
2441 } /* if player should attack something */ 2204 } /* if player should attack something */
2442} 2205}
2444int 2207int
2445move_player (object *op, int dir) 2208move_player (object *op, int dir)
2446{ 2209{
2447 int pick; 2210 int pick;
2448 2211
2449 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2450 return 0; 2213 return 0;
2451 2214
2452 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2453 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2454 { 2217 {
2455 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2456 return 0; 2219 return 0;
2457 } 2220 }
2458 2221
2459 /* peterm: added following line */ 2222 /* peterm: added following line */
2460 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2461 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2462 2225
2463 op->facing = dir; 2226 op->facing = dir;
2464 2227
2477 2240
2478 /* Add special check for newcs players and fire on - this way, the 2241 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2242 * server can handle repeat firing.
2480 */ 2243 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2245 op->direction = dir;
2484 }
2485 else 2246 else
2486 {
2487 op->direction = 0; 2247 op->direction = 0;
2488 } 2248
2489 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2251 * for players.
2492 */ 2252 */
2493 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2545 2305
2546 /* call this here - we also will call this in do_ericserver, but 2306 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2308 * called, so we recheck it here.
2549 */ 2309 */
2550 HandleClient (op->contr->socket, op->contr); 2310 if (op->contr->ns->handle_command ())
2311 return 1;
2312
2551 if (op->speed_left < 0) 2313 if (op->speed_left > 0)
2552 return 0; 2314 {
2553
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2316 {
2556 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2557 op->speed_left--; 2318 op->speed_left--;
2558 2319
2559 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2560 * of it. Also, some of the skill stuff is only put in 2321 * of it. Also, some of the skill stuff is only put in
2561 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2562 */ 2323 */
2563 move_player (op, op->direction); 2324 move_player (op, op->direction);
2564 if (op->speed_left > 0) 2325
2565 return 1; 2326 return op->speed_left > 0;
2566 else 2327 }
2567 return 0;
2568 } 2328 }
2569 2329
2570 return 0; 2330 return 0;
2571} 2331}
2572 2332
2592 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2593 2353
2594 if (op->stats.food < 0) 2354 if (op->stats.food < 0)
2595 op->stats.food = 999; 2355 op->stats.food = 999;
2596 2356
2597 fix_player (op); 2357 op->update_stats ();
2598 return 1; 2358 return 1;
2599 } 2359 }
2600 2360
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2614{ 2374{
2615 object *next; 2375 object *next;
2616 2376
2617 while (op) 2377 while (op)
2618 { 2378 {
2619 next = op->below; /* Make sure we have a good value, in case 2379 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2620 * we remove object 'op' 2380
2621 */
2622 if (QUERY_FLAG (op, FLAG_UNPAID)) 2381 if (QUERY_FLAG (op, FLAG_UNPAID))
2623 { 2382 {
2624 op->remove ();
2625 op->x = env->x;
2626 op->y = env->y;
2627 if (env->type == PLAYER) 2383 if (env->type == PLAYER)
2628 esrv_del_item (env->contr, op->count); 2384 esrv_del_item (env->contr, op->count);
2629 insert_ob_in_map (op, env->map, NULL, 0); 2385
2386 op->insert_at (env);
2630 } 2387 }
2631 else if (op->inv) 2388 else if (op->inv)
2632 remove_unpaid_objects (op->inv, env); 2389 remove_unpaid_objects (op->inv, env);
2633 2390
2634 op = next; 2391 op = next;
2635 } 2392 }
2636} 2393}
2637
2638 2394
2639/* 2395/*
2640 * Returns pointer a static string containing gravestone text 2396 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2397 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2398 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2432 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2433 strcat (buf2, buf);
2678 2434
2679 return buf2; 2435 return buf2;
2680} 2436}
2681
2682
2683 2437
2684void 2438void
2685do_some_living (object *op) 2439do_some_living (object *op)
2686{ 2440{
2687 int last_food = op->stats.food; 2441 int last_food = op->stats.food;
2696 const int max_grace = 1; 2450 const int max_grace = 1;
2697 2451
2698 if (op->contr->outputs_sync) 2452 if (op->contr->outputs_sync)
2699 { 2453 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2454 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) 2455 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]); 2456 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2457 }
2704 2458
2705 if (op->contr->state == ST_PLAYING) 2459 if (op->contr->ns->state == ST_PLAYING)
2706 { 2460 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2461 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2462 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2463 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2464 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2465 else
2713 { 2466 {
2714 gen_hp = op->stats.maxhp; 2467 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2468 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2469 }
2470
2717 if (op->contr->gen_sp >= 0) 2471 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2472 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2473 else
2720 { 2474 {
2721 gen_sp = op->stats.maxsp; 2475 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2476 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2477 }
2478
2724 if (op->contr->gen_grace >= 0) 2479 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2480 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2481 else
2727 { 2482 {
2728 gen_grace = op->stats.maxgrace; 2483 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2499 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2500 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2501 op->stats.food = last_food;
2747 } 2502 }
2748 } 2503 }
2504
2749 if (max_sp > 1) 2505 if (max_sp > 1)
2750 { 2506 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2507 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2508 if (over_sp > 0)
2753 { 2509 {
2754 if (op->stats.sp < op->stats.maxsp) 2510 if (op->stats.sp < op->stats.maxsp)
2755 { 2511 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2512 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2514 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2515 op->stats.sp--;
2516
2759 if (op->stats.sp > op->stats.maxsp) 2517 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2518 op->stats.sp = op->stats.maxsp;
2761 } 2519 }
2762 op->last_sp = 0; 2520 op->last_sp = 0;
2763 } 2521 }
2764 else 2522 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2524 }
2769 else 2525 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2526 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2527 }
2774 2528
2775 /* Regenerate Grace */ 2529 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2530 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2531 if (--op->last_grace < 0)
2778 { 2532 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2533 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2534 op->stats.grace++; /* no penalty in food for regaining grace */
2535
2781 if (max_grace > 1) 2536 if (max_grace > 1)
2782 { 2537 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2538 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2539 if (over_grace > 0)
2785 { 2540 {
2813 op->stats.food += op->contr->digestion; 2568 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2569 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2570 op->stats.food = last_food;
2816 } 2571 }
2817 } 2572 }
2573
2818 if (max_hp > 1) 2574 if (max_hp > 1)
2819 { 2575 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2576 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2577 if (over_hp > 0)
2822 { 2578 {
2846 2602
2847 if (op->contr->gen_hp > 0) 2603 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2604 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2605 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607
2851 /* dms do not consume food */ 2608 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2609 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2610 op->stats.food--;
2854 } 2611 }
2855 }
2856 2612
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2613 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2614 {
2859 object *tmp, *flesh = NULL; 2615 object *tmp, *flesh = 0;
2860 2616
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2617 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2618 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2619 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2620 {
2621 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2622 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2624 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2625 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2626 break;
2871 } 2627 }
2872 else if (tmp->type == FLESH) 2628 else if (tmp->type == FLESH)
2873 flesh = tmp; 2629 flesh = tmp;
2874 } /* End if paid for object */ 2630 } /* End if paid for object */
2875 } /* end of for loop */ 2631 } /* end of for loop */
2632
2876 /* If player is still starving, it means they don't have any food, so 2633 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2634 * eat flesh instead.
2878 */ 2635 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2636 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2637 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2639 manual_apply (op, flesh, 0);
2883 } 2640 }
2884 } /* end if player is starving */ 2641 }
2885 2642
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2643 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2644 op->stats.food++, op->stats.hp--;
2888 2645
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2646 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2647 kill_player (op);
2648 }
2891} 2649}
2892
2893
2894 2650
2895/* If the player should die (lack of hp, food, etc), we call this. 2651/* 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 2652 * 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 2653 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2654 * file.
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2684 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..."); 2685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2930 2686
2931 /* restore player */ 2687 /* restore player */
2932 at = archetype::find ("poisoning"); 2688 at = archetype::find ("poisoning");
2933 tmp = present_arch_in_ob (at, op); 2689 if (object *tmp = present_arch_in_ob (at, op))
2934 if (tmp)
2935 { 2690 {
2936 tmp->destroy (); 2691 tmp->destroy ();
2937 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2692 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2938 } 2693 }
2939 2694
2940 at = archetype::find ("confusion"); 2695 at = archetype::find ("confusion");
2941 tmp = present_arch_in_ob (at, op); 2696 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2697 {
2944 tmp->destroy (); 2698 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2699 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2946 } 2700 }
2947 2701
2949 op->stats.hp = op->stats.maxhp; 2703 op->stats.hp = op->stats.maxhp;
2950 if (op->stats.food <= 0) 2704 if (op->stats.food <= 0)
2951 op->stats.food = 999; 2705 op->stats.food = 999;
2952 2706
2953 /* create a bodypart-trophy to make the winner happy */ 2707 /* create a bodypart-trophy to make the winner happy */
2954 tmp = arch_to_object (archetype::find ("finger")); 2708 if (object *tmp = arch_to_object (archetype::find ("finger")))
2955 if (tmp != NULL)
2956 { 2709 {
2957 sprintf (buf, "%s's finger", &op->name); 2710 sprintf (buf, "%s's finger", &op->name);
2958 tmp->name = buf; 2711 tmp->name = buf;
2959 sprintf (buf, " This finger has been cut off %s\n" 2712 sprintf (buf, " This finger has been cut off %s\n"
2960 " the %s, when he was defeated at\n level %d by %s.\n", 2713 " 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); 2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2962 tmp->msg = buf; 2715 tmp->msg = buf;
2963 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2716 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2964 tmp->materialname = NULL; 2717 tmp->materialname = NULL;
2965 tmp->x = op->x, tmp->y = op->y; 2718 tmp->insert_at (op, tmp);
2966 insert_ob_in_map (tmp, op->map, op, 0);
2967 } 2719 }
2968 2720
2969 /* teleport defeated player to new destination */ 2721 /* teleport defeated player to new destination */
2970 transfer_ob (op, x, y, 0, NULL); 2722 transfer_ob (op, x, y, 0, NULL);
2971 op->contr->braced = 0; 2723 op->contr->braced = 0;
2976 2728
2977 command_kill_pets (op, 0); 2729 command_kill_pets (op, 0);
2978 2730
2979 if (op->stats.food < 0) 2731 if (op->stats.food < 0)
2980 { 2732 {
2981 if (op->contr->explore)
2982 {
2983 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2984 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2985 op->stats.food = 999;
2986 return;
2987 }
2988 sprintf (buf, "%s starved to death.", &op->name); 2733 sprintf (buf, "%s starved to death.", &op->name);
2989 strcpy (op->contr->killer, "starvation"); 2734 strcpy (op->contr->killer, "starvation");
2990 } 2735 }
2991 else 2736 else
2992 {
2993 if (op->contr->explore)
2994 {
2995 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2996 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2997 op->stats.hp = op->stats.maxhp;
2998 return;
2999 }
3000 sprintf (buf, "%s died.", &op->name); 2737 sprintf (buf, "%s died.", &op->name);
3001 } 2738
3002 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3003 2740
3004 /* save the map location for corpse, gravestone */ 2741 /* save the map location for corpse, gravestone */
3005 x = op->x; 2742 x = op->x;
3006 y = op->y; 2743 y = op->y;
3007 map = op->map; 2744 map = op->map;
3008 2745
3009
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2746 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2747 * 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. 2748 * See the config.h file for a little more in depth detail about this.
3015 */ 2749 */
3016 2750
3017 /* Basically two ways to go - remove a stat permanently, or just 2751 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2752 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2753 * of death.
3020 */ 2754 */
3021#ifndef COZY_SERVER 2755#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2756 if (settings.balanced_stat_loss)
3023 { 2757 {
3024 /* If stat loss is permanent, lose one stat only. */ 2758 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2759 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2760 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2761 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2762 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2763 little bit harder. */
3030 /* GD */ 2764 /* GD */
3031 if (settings.stat_loss_on_death) 2765 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2766 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2767 else
3037 { 2768 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2769 }
2770 else
3038 num_stats_lose = 1; 2771 num_stats_lose = 1;
3039 } 2772
3040 lost_a_stat = 0; 2773 lost_a_stat = 0;
3041 2774
3042 for (z = 0; z < num_stats_lose; z++) 2775 for (z = 0; z < num_stats_lose; z++)
3043 { 2776 {
3044 i = RANDOM () % NUM_STATS; 2777 i = RANDOM () % NUM_STATS;
3045 2778
3046 if (settings.stat_loss_on_death) 2779 if (settings.stat_loss_on_death)
3047 { 2780 {
3048 /* Pick a random stat and take a point off it. Tell the player 2781 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2782 * what he lost.
3050 */ 2783 */
3051 change_attr_value (&(op->stats), i, -1); 2784 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2785 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2786 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2787 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2789 lost_a_stat = 1;
2790 }
2791 else
2792 {
2793 /* deplete a stat */
2794 archetype *deparch = archetype::find ("depletion");
2795 object *dep;
2796
2797 dep = present_arch_in_ob (deparch, op);
2798 if (!dep)
2799 {
2800 dep = arch_to_object (deparch);
2801 insert_ob_in_ob (dep, op);
3057 } 2802 }
3058 else 2803 lose_this_stat = 1;
2804 if (settings.balanced_stat_loss)
3059 { 2805 {
3060 /* deplete a stat */ 2806 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2807 /* Get the stat that we're about to deplete. */
3062 object *dep; 2808 this_stat = get_attr_value (&(dep->stats), i);
3063 2809 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2810 {
3067 dep = arch_to_object (deparch); 2811 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2812 int keep_chance = this_stat * this_stat;
3069 } 2813
3070 lose_this_stat = 1; 2814 /* 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) 2815 if (keep_chance < 1)
2816 keep_chance = 1;
2817
2818 /* There is a maximum depletion total per level. */
2819 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2820 {
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; 2821 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2822 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2823 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 } 2824 }
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 */ 2825 else
3112 if (this_stat >= -50)
3113 { 2826 {
3114 change_attr_value (&(dep->stats), i, -1); 2827 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; 2828 lose_this_stat = 0;
2829 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2830 this_stat, keep_chance, loss_chance,
2831 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2832 }
3120 } 2833 }
3121 } 2834 }
2835
2836 if (lose_this_stat)
2837 {
2838 this_stat = get_attr_value (&(dep->stats), i);
2839 /* We could try to do something clever like find another
2840 * stat to reduce if this fails. But chances are, if
2841 * stats have been depleted to -50, all are pretty low
2842 * and should be roughly the same, so it shouldn't make a
2843 * difference.
2844 */
2845 if (this_stat >= -50)
2846 {
2847 change_attr_value (&(dep->stats), i, -1);
2848 SET_FLAG (dep, FLAG_APPLIED);
2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2850 op->update_stats ();
2851 lost_a_stat = 1;
2852 }
3122 } 2853 }
2854 }
2855 }
3123 /* If no stat lost, tell the player. */ 2856 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2857 if (!lost_a_stat)
3125 { 2858 {
3126 /* determine_god() seems to not work sometimes... why is this? 2859 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2860 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2861 const char *god = determine_god (op);
3129 2862
3130 if (god && (strcmp (god, "none"))) 2863 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); 2864 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2865 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2867 }
3135#else 2868#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2869 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2870#endif
3138 2871
3139 /* Put a gravestone up where the character 'almost' died. List the 2872 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2873 * exp loss on the stone.
3141 */ 2874 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2875 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2876 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2877 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2878 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2879 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); 2880 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; 2881 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2882 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2883 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2884
3152 /**************************************/ 2885 /**************************************/
3153 /* */ 2886 /* */
3154 /* Subtract the experience points, */ 2887 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2888 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2889 /* food, and reset HP's... */
3157 /* */ 2890 /* */
3158 /**************************************/ 2891 /**************************************/
3159 2892
3160 /* remove any poisoning and confusion the character may be suffering. */ 2893 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2894 /* restore player */
3162 at = archetype::find ("poisoning"); 2895 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3164 2897
3165 if (tmp) 2898 if (tmp)
3166 { 2899 {
3167 tmp->destroy (); 2900 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2901 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2902 }
3170 2903
3171 at = archetype::find ("confusion"); 2904 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2905 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2906 if (tmp)
3174 { 2907 {
3175 tmp->destroy (); 2908 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2909 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2910 }
3178 2911
3179 cure_disease (op, 0); /* remove any disease */ 2912 cure_disease (op, 0); /* remove any disease */
3180 2913
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2914 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2915 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2916 if (op->stats.food < 100)
3184 op->stats.food = 900; 2917 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2918 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2921
3189 /* 2922 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2923 * 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 2924 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2925 * in the map.
3193 */ 2926 */
3194 2927
3195 if (is_in_shop (op)) 2928 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2929 remove_unpaid_objects (op->inv, op);
3197 2930
3198 /****************************************/ 2931 /****************************************/
3199 /* */ 2932 /* */
3200 /* Move player to his current respawn- */ 2933 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2934 /* position (usually last savebed) */
3202 /* */ 2935 /* */
3203 /****************************************/ 2936 /****************************************/
3204 2937
3205 enter_player_savebed (op); 2938 enter_player_savebed (op);
3206 2939
3207 /* Save the player before inserting the force to reduce
3208 * chance of abuse.
3209 */
3210 op->contr->braced = 0; 2940 op->contr->braced = 0;
3211 save_player (op, 1);
3212 2941
3213 /* it is possible that the player has blown something up 2942 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2943 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2944 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2945 * on the space that might harm the player.
3217 */ 2946 */
3218 will_kill_again = 0; 2947 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2948 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 2949 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 2950 will_kill_again |= tmp->attacktype;
3222 2951
3223 if (will_kill_again) 2952 if (will_kill_again)
3224 { 2953 {
3225 object *force; 2954 object *force;
3226 int at; 2955 int at;
3227 2956
3228 force = get_archetype (FORCE_NAME); 2957 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 2958 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 2959 force->speed = 0.1;
3231 force->speed_left = -5.0; 2960 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 2961 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 2962 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 2963 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 2964 force->resist[at] = 100;
3236 2965
3237 insert_ob_in_ob (force, op); 2966 insert_ob_in_ob (force, op);
3238 fix_player (op); 2967 op->update_stats ();
3239 2968
3240 } 2969 }
3241 2970
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2971 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} 2972}
3311
3312 2973
3313void 2974void
3314loot_object (object *op) 2975loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 2976{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 2977 object *tmp, *tmp2, *next;
3317 2978
3318 if (op->container) 2979 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 2980 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 2981
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 2982 for (tmp = op->inv; tmp; tmp = next)
3324 { 2983 {
3325 next = tmp->below; 2984 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 2985
2986 if (tmp->invisible)
3327 continue; 2987 continue;
2988
3328 tmp->remove (); 2989 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 2990 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 2991 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 2992 { /* empty container to ground */
3332 loot_object (tmp); 2993 loot_object (tmp);
3354 */ 3015 */
3355 3016
3356void 3017void
3357fix_weight (void) 3018fix_weight (void)
3358{ 3019{
3359 player *pl; 3020 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3021 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3022 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3023
3365 if (old == sum) 3024 if (old == sum)
3366 continue; 3025 continue;
3367 fix_player (pl->ob); 3026 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3027 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3028 }
3370} 3029}
3371 3030
3372void 3031void
3373fix_luck (void) 3032fix_luck (void)
3374{ 3033{
3375 player *pl; 3034 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3035 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3036 pl->ob->change_luck (0);
3380} 3037}
3381
3382 3038
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3039/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3040 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3041 * just treat this as any other spell casting object.
3386 */ 3042 */
3387
3388void 3043void
3389cast_dust (object *op, object *throw_ob, int dir) 3044cast_dust (object *op, object *throw_ob, int dir)
3390{ 3045{
3391 object *skop, *spob; 3046 object *skop, *spob;
3392 3047
3437 object *tmp = NULL; 3092 object *tmp = NULL;
3438 3093
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3095 return 1;
3441 3096
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; 3097 return 0;
3448} 3098}
3449 3099
3450/* look at the surrounding terrain to determine 3100/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3101 * the hideability of this object. Positive levels
3507 3157
3508 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3158 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3509 3159
3510 /* its *extremely* hard to run and sneak/hide at the same time! */ 3160 /* its *extremely* hard to run and sneak/hide at the same time! */
3511 if (op->type == PLAYER && op->contr->run_on) 3161 if (op->type == PLAYER && op->contr->run_on)
3512 {
3513 if (!skop || num >= skop->level) 3162 if (!skop || num >= skop->level)
3514 { 3163 {
3515 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3164 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3516 make_visible (op); 3165 make_visible (op);
3517 return; 3166 return;
3518 } 3167 }
3519 else 3168 else
3520 num += 20; 3169 num += 20;
3521 } 3170
3522 num += op->map->difficulty; 3171 num += op->map->difficulty;
3523 hide = hideability (op); /* modify by terrain hidden level */ 3172 hide = hideability (op); /* modify by terrain hidden level */
3524 num -= hide; 3173 num -= hide;
3174
3525 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3175 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3526 { 3176 {
3527 make_visible (op); 3177 make_visible (op);
3528 if (op->type == PLAYER) 3178 if (op->type == PLAYER)
3529 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3530 } 3180 }
3531 else if (op->type == PLAYER && skop) 3181 else if (op->type == PLAYER && skop)
3532 {
3533 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3182 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3534 }
3535} 3183}
3536 3184
3537/* determine if who is standing near a hostile creature. */ 3185/* determine if who is standing near a hostile creature. */
3538 3186
3539int 3187int
3566 if (mflags & P_OUT_OF_MAP) 3214 if (mflags & P_OUT_OF_MAP)
3567 continue; 3215 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3216 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3217 continue;
3570 3218
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3219 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3220 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3221 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3222 return 1;
3575 else if (tmp->type == PLAYER) 3223 else if (tmp->type == PLAYER)
3576 { 3224 {
3606 if (pl->type != PLAYER) 3254 if (pl->type != PLAYER)
3607 { 3255 {
3608 LOG (llevError, "player_can_view() called for non-player object\n"); 3256 LOG (llevError, "player_can_view() called for non-player object\n");
3609 return -1; 3257 return -1;
3610 } 3258 }
3259
3611 if (!pl || !op) 3260 if (!pl || !op)
3612 return 0; 3261 return 0;
3613 3262
3614 if (op->head)
3615 {
3616 op = op->head; 3263 op = op->head_ ();
3617 } 3264
3618 get_rangevector (pl, op, &rv, 0x1); 3265 get_rangevector (pl, op, &rv, 0x1);
3619 3266
3620 /* starting with the 'head' part, lets loop 3267 /* starting with the 'head' part, lets loop
3621 * through the object and find if it has any 3268 * through the object and find if it has any
3622 * part that is in the los array but isnt on 3269 * part that is in the los array but isnt on
3630 3277
3631 /* only the viewable area the player sees is updated by LOS 3278 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3279 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3280 * for any meaningful values.
3634 */ 3281 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3282 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3283 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3284 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3285 return 1;
3639 op = op->more; 3286 op = op->more;
3640 } 3287 }
3641 return 0; 3288 return 0;
3642} 3289}
3752 if (trlist == NULL || who->type != PLAYER) 3399 if (trlist == NULL || who->type != PLAYER)
3753 return; 3400 return;
3754 3401
3755 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3402 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3756 3403
3757 if (tr == NULL || tr->item == NULL) 3404 if (!tr || !tr->item)
3758 { 3405 {
3759 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3406 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3760 return; 3407 return;
3761 } 3408 }
3762 3409
3828 { 3475 {
3829 /* forces in the treasurelist can alter the player's stats */ 3476 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3477 object *skin;
3831 3478
3832 /* first get the dragon skin force */ 3479 /* first get the dragon skin force */
3480 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); 3481 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3482 ;
3483
3834 if (skin == NULL) 3484 if (!skin)
3835 return; 3485 return;
3836 3486
3837 /* adding new spellpath attunements */ 3487 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3488 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3489 {

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