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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 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 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
82 int comp; 45 int comp;
83 int size; 46 int size;
84 47
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 50 return;
89 } 51
90 motd[0] = '\0'; 52 motd[0] = '\0';
91 size = 0; 53 size = 0;
54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
59
96 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 61 size += strlen (buf);
98 } 62 }
63
99 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);
100 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
101} 66}
102 67
103void 68void
109 int comp; 74 int comp;
110 int size; 75 int size;
111 76
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 79 return;
116 } 80
117 rules[0] = '\0'; 81 rules[0] = '\0';
118 size = 0; 82 size = 0;
83
119 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
120 { 85 {
121 if (*buf == '#') 86 if (*buf == '#')
122 continue; 87 continue;
88
123 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
124 { 90 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 92 break;
127 } 93 }
94
128 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 96 size += strlen (buf);
130 } 97 }
98
131 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);
132 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
133} 101}
134 102
135void 103void
143 int size; 111 int size;
144 112
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 115 return;
116
148 news[0] = '\0'; 117 news[0] = '\0';
149 subject[0] = '\0'; 118 subject[0] = '\0';
150 size = 0; 119 size = 0;
120
151 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
152 { 122 {
153 if (*buf == '#') 123 if (*buf == '#')
154 continue; 124 continue;
125
155 if (*buf == '%') 126 if (*buf == '%')
156 { /* send one news */ 127 { /* send one news */
157 if (size > 0) 128 if (size > 0)
158 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
159 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
160 strip_endline (subject); 132 strip_endline (subject);
161 size = 0; 133 size = 0;
162 news[0] = '\0'; 134 news[0] = '\0';
163 } 135 }
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
179} 151}
180 152
181int 153/* This loads the first map an puts the player on it. */
182playername_ok (const char *cp) 154static void
155set_first_map (object *op)
183{ 156{
184 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
185 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)
186 return 0; 179 return;
187 180
188 for (; *cp != '\0'; cp++) 181 players.insert (this);
189 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)
190 return 0; 192 return;
191 return 1;
192}
193 193
194/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
195 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
196 * Caller is responsible for setting the correct map. 196 ob->remove ();
197 */ 197 ob->map = 0;
198 198
199/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
200 * Hopefully this will be less bugfree and simpler. 200}
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210 201
211 /* Clears basically the entire player structure except 202// connect the player with a specific client
212 * 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.
213 */ 235 */
214 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
215 238
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{
216 /* There are some elements we want initialized to non zero value - 319 /* There are some elements we want initialised to non zero value -
217 * we deal with that below this point. 320 * we deal with that below this point.
218 */ 321 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 322 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 323 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 324 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 325
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 326 savebed_map = first_map_path; /* Init. respawn position */
230 327
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10; 328 gen_sp_armour = 10;
249 p->last_speed = -1; 329 last_speed = -1;
250 p->shoottype = range_none; 330 shoottype = range_none;
251 p->bowtype = bow_normal; 331 bowtype = bow_normal;
252 p->petmode = pet_normal; 332 petmode = pet_normal;
253 p->listening = 10; 333 listening = 10;
254 p->usekeys = containers; 334 usekeys = containers;
255 p->last_weapon_sp = -1; 335 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 336 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 337 do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265 338
266 /* we need to clear these to -1 and not zero - otherwise, 339 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 340 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 341 * send new values to the client, as things like exp start
269 * at zero. 342 * at zero.
270 */ 343 */
271 for (i = 0; i < NUM_SKILLS; i++) 344 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 345 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 346
277 for (i = 0; i < NROFATTACKS; i++) 347 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 348 last_resist[i] = -1;
279 349
280 p->last_stats.exp = -1; 350 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 351 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 352}
288 353
289/* This loads the first map an puts the player on it. */ 354void
290static void 355player::do_destroy ()
291set_first_map (object *op)
292{ 356{
293 strcpy (op->contr->maplevel, first_map_path); 357 disconnect ();
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 358
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
299/* Tries to add player on the connection passwd in ns. 374/* Tries to add player on the connection passed in ns.
300 * 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
301 * mode. 376 * mode.
302 */ 377 */
303 378player *
304int 379player::create ()
305add_player (client *ns)
306{ 380{
307 player *p = new player; 381 player *pl = new player;
308 382
309 p->socket = ns; 383 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311
312 p->next = first_player;
313 first_player = p;
314
315 p = get_player (p);
316
317 set_first_map (p->ob); 384 set_first_map (pl->ob);
318 385
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 386 return pl;
327} 387}
328 388
329/* 389/*
330 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
340 { 400 {
341 if (at == NULL || at->next == NULL) 401 if (at == NULL || at->next == NULL)
342 at = first_archetype; 402 at = first_archetype;
343 else 403 else
344 at = at->next; 404 at = at->next;
405
345 if (at->clone.type == PLAYER) 406 if (at->clone.type == PLAYER)
346 return at; 407 return at;
408
347 if (at == start) 409 if (at == start)
348 { 410 {
349 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 412 exit (-1);
351 } 413 }
352 } 414 }
353} 415}
354 416
355
356object * 417object *
357get_nearest_player (object *mon) 418get_nearest_player (object *mon)
358{ 419{
359 object *op = NULL; 420 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 421 objectlink *ol;
362 unsigned lastdist; 422 unsigned lastdist;
363 rv_vector rv; 423 rv_vector rv;
364 424
365 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)
397 { 457 {
398 op = ol->ob; 458 op = ol->ob;
399 lastdist = rv.distance; 459 lastdist = rv.distance;
400 } 460 }
401 } 461 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 462
403 { 463 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 464 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 465 if (lastdist > rv.distance)
408 { 466 {
409 op = pl->ob; 467 op = pl->ob;
410 lastdist = rv.distance; 468 lastdist = rv.distance;
411 } 469 }
412 } 470
413 }
414#if 0 471#if 0
415 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)");
416#endif 473#endif
417 return op; 474 return op;
418} 475}
436 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
437 * 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
438 * is probably not a good thing. 495 * is probably not a good thing.
439 */ 496 */
440#define MAX_SPACES 50 497#define MAX_SPACES 50
441
442 498
443/* 499/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * 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
446 * 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
685 /* Need to set up the skill pointers */ 741 /* Need to set up the skill pointers */
686 link_player_skills (pl); 742 link_player_skills (pl);
687} 743}
688 744
689void 745void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 746get_party_password (object *op, partylist *party)
774{ 747{
775 if (party == NULL) 748 if (party == NULL)
776 { 749 {
777 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);
778 return; 751 return;
779 } 752 }
753
780 op->contr->write_buf[0] = '\0'; 754 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 755 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 756 op->contr->party_to_join = party;
783 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:");
784} 758}
785
786 759
787/* 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. */
788int 761static int
789roll_stat (void) 762roll_stat (void)
790{ 763{
791 int a[4], i, j, k; 764 int a[4], i, j, k;
792 765
793 for (i = 0; i < 4; i++) 766 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 769 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 770 if (a[i] < k)
798 k = a[i], j = i; 771 k = a[i], j = i;
799 772
800 for (i = 0, k = 0; i < 4; i++) 773 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 774 if (i != j)
803 k += a[i]; 775 k += a[i];
804 } 776
805 return k; 777 return k;
806} 778}
807 779
808void 780void
809roll_stats (object *op) 781object::roll_stats ()
810{ 782{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 783 int statsort [7];
814 784
815 do 785 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 786 {
826 while (sum < 82 || sum > 116); 787 int sum = 0;
788 for (int i = 7; i--; )
789 sum += statsort [i] = roll_stat ();
827 790
791 if (sum >= 82 && sum <= 116)
792 break;
793 }
794
828 /* Sort the stats so that rerolling is easier... */ 795 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 796 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 797
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 798 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 799 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 800 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 801 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 802 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 803 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 804 stats.Cha = statsort[6];
861 805
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 806 stats.exp = 0;
873 op->stats.ac = 0; 807 stats.ac = 0;
874 808
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 809 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 810 stats.sp = stats.maxsp;
882 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
883 op->contr->orig_stats = op->stats; 819 contr->orig_stats = stats;
820 }
884} 821}
885 822
886void 823void
887Roll_Again (object *op) 824object::swap_stats (int a, int b)
888{ 825{
889 esrv_new_player (op->contr, 0); 826 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 827 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
891 "[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);
892}
893 829
894void 830 stats.Str = contr->orig_stats.Str;
895Swap_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)
896{ 862{
897 signed char tmp;
898 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
899 864
900 if (op->contr->Swap_First == -1) 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 869}
1015 870
1016/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
1020 * not the class. 875 * not the class.
1021 */ 876 */
1022
1023int 877int
1024key_change_class (object *op, char key) 878key_change_class (object *op, char key)
1025{ 879{
1026 int tmp_loop; 880 int tmp_loop;
1027 881
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 882 if (key == 'd' || key == 'D')
1035 { 883 {
1036 char buf[MAX_BUF]; 884 char buf[MAX_BUF];
1037 885
1038 /* this must before then initial items are given */ 886 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 891 create_treasure (tl, op, 0, 0, 0);
1044 892
1045 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, op->contr);
1047 895
1048 op->contr->state = ST_PLAYING; 896 op->contr->ns->state = ST_PLAYING;
1049 897
1050 if (op->msg) 898 if (op->msg)
1051 op->msg = NULL; 899 op->msg = NULL;
1052 900
1053 /* 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
1062 start_info (op); 910 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 911 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 912 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 913 link_player_skills (op);
1066 esrv_send_inventory (op, op); 914 esrv_send_inventory (op, op);
1067 fix_player (op); 915 op->update_stats ();
1068 916
1069 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1070 * is one for this race 918 * is one for this race
1071 */ 919 */
1072 if (*first_map_ext_path) 920 if (*first_map_ext_path)
1073 { 921 {
1074 object *tmp; 922 object *tmp;
1075 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1076 924
1077 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);
1078 tmp = object::create (); 926 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 927 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 928 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 929 EXIT_Y (tmp) = op->y;
1082 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;
1083 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1084 * default initial map */ 932 * default initial map */
1085 tmp->destroy (); 933 tmp->destroy ();
1086 } 934 }
1087 else 935 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 937
1091 return 0; 938 return 0;
1092 } 939 }
1093 940
1094 /* Following actually changes the race - this is the default command 941 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 942 * if we don't match with one of the options above.
1099 while (!tmp_loop) 946 while (!tmp_loop)
1100 { 947 {
1101 shstr name = op->name; 948 shstr name = op->name;
1102 int x = op->x, y = op->y; 949 int x = op->x, y = op->y;
1103 950
1104 remove_statbonus (op); 951 op->remove_statbonus ();
1105 op->remove (); 952 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 953 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 954 op->arch->clone.copy_to (op);
1108 op->instantiate (); 955 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 956 op->stats = op->contr->orig_stats;
1111 op->x = x; 958 op->x = x;
1112 op->y = y; 959 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 960 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 961 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 962 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 963 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 964 tmp_loop = allowed_class (op);
1118 } 965 }
1119 966
1120 update_object (op, UP_OBJ_FACE); 967 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 968 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 969 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 970 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 971 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 972 op->stats.grace = 0;
1126 973
1127 if (op->msg) 974 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 975 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 976
1130 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");
1131 return 0; 978 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 979}
1182 980
1183void 981void
1184flee_player (object *op) 982flee_player (object *op)
1185{ 983{
1215 { 1013 {
1216 op->enemy = NULL; 1014 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1016 return;
1219 } 1017 }
1018
1220 get_rangevector (op, op->enemy, &rv, 0); 1019 get_rangevector (op, op->enemy, &rv, 0);
1221 1020
1222 dir = absdir (4 + rv.direction); 1021 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1022 for (diff = 0; diff < 3; diff++)
1224 { 1023 {
1225 int m = 1 - (RANDOM () & 2); 1024 int m = 1 - (RANDOM () & 2);
1226 1025
1227 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)))
1228 {
1229 return; 1027 return;
1230 }
1231 } 1028 }
1029
1232 /* Cornered, get rid of scared */ 1030 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1031 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1032 op->enemy = NULL;
1235} 1033}
1236 1034
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &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))));
1324 else 1122 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1123 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &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
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1126 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1127 }
1128
1358 /* philosophy: 1129 /* philosophy:
1359 * 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
1360 * generic. This takes no game-time. For more detailed pickups 1131 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1132 * and selections, select-items should be used. This is a
1362 * 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
1363 * example. 1134 * example.
1364 * 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
1365 * 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
1366 * convert to decimal and then 'pickup <#> 1137 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1563 if (!dir)
1793 { 1564 {
1794 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!");
1795 return 0; 1566 return 0;
1796 } 1567 }
1568
1797 if (op->type == PLAYER) 1569 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1570 bow = op->contr->ranges[range_bow];
1799 else 1571 else
1800 { 1572 {
1801 for (bow = op->inv; bow; bow = bow->below) 1573 for (bow = op->inv; bow; bow = bow->below)
1809 { 1581 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1583 return 0;
1812 } 1584 }
1813 } 1585 }
1586
1814 if (!bow->race || !bow->skill) 1587 if (!bow->race || !bow->skill)
1815 { 1588 {
1816 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);
1817 return 0; 1590 return 0;
1818 } 1591 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1594
1822 /* penalize ROF for bestarrow */ 1595 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1825 if (bowspeed < 1) 1599 if (bowspeed < 1)
1826 bowspeed = 1; 1600 bowspeed = 1;
1827 1601
1828 if (arrow == NULL) 1602 if (arrow == NULL)
1829 { 1603 {
1835 else 1609 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1610 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1611 return 0;
1838 } 1612 }
1839 } 1613 }
1614
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1616 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1617 return 0;
1844 } 1618
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1619 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1620 {
1847 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.");
1848 return 0; 1622 return 0;
1849 } 1623 }
1855 return 0; 1629 return 0;
1856 } 1630 }
1857 1631
1858 left = arrow; /* these are arrows left to the player */ 1632 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1633 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1634 if (!arrow)
1861 { 1635 {
1862 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);
1863 return 0; 1637 return 0;
1864 } 1638 }
1639
1865 arrow->set_owner (op); 1640 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1641 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1642 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1643
1872 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1873 { 1645 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1647 op->update_stats ();
1876 } 1648 }
1877 1649
1878 SET_ANIMATION (arrow, arrow->direction); 1650 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1652 arrow->stats.hp = arrow->stats.dam;
1890 1662
1891 /* update the speed */ 1663 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1664 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 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;
1894 1666
1895 if (arrow->speed < 1.0) 1667 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1668 arrow->speed_left = 0;
1899 1669
1900 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1901 { 1671 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1682 }
1913 1683
1914 if (arrow->attacktype == AT_PHYSICAL) 1684 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1916 1686
1917 if (bow->slaying != NULL) 1687 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1688 arrow->slaying = bow->slaying;
1919 1689
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1690 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1692
1924 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);
1925 insert_ob_in_map (arrow, m, op, 0); 1694 m->insert (arrow, sx, sy, op);
1926 1695
1927 if (!arrow->destroyed ()) 1696 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1697 move_arrow (arrow);
1929 1698
1930 if (op->type == PLAYER) 1699 if (op->type == PLAYER)
1956 } 1725 }
1957 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)
1958 { 1727 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1729 wcmod = -1;
1730
1961 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);
1962 } 1732 }
1963 else if (op->contr->bowtype == bow_threewide) 1733 else if (op->contr->bowtype == bow_threewide)
1964 { 1734 {
1965 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);
2035 1805
2036 if (item->arch) 1806 if (item->arch)
2037 { 1807 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1809 item->face = item->arch->clone.face;
2040 item->speed = 0; 1810 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1811 }
1812
2043 if ((tmp = is_player_inv (item))) 1813 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1815 }
2046 } 1816 }
2047 else if (item->type == ROD || item->type == HORN) 1817 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1818 drain_rod_charge (item);
2050 }
2051 } 1819 }
2052} 1820}
2053 1821
2054/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
2055 */ 1823 */
2198 * 0 otherwise 1966 * 0 otherwise
2199 */ 1967 */
2200static int 1968static int
2201player_attack_door (object *op, object *door) 1969player_attack_door (object *op, object *door)
2202{ 1970{
2203
2204 /* 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,
2205 * 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 -
2206 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
2207 */ 1974 */
2208 object *key = find_key (op, op, door); 1975 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2250 */ 2017 */
2251
2252void 2018void
2253move_player_attack (object *op, int dir) 2019move_player_attack (object *op, int dir)
2254{ 2020{
2255 object *tmp, *mon; 2021 object *tmp, *mon;
2256 sint16 nx, ny; 2022 sint16 nx, ny;
2258 maptile *m; 2024 maptile *m;
2259 2025
2260 nx = freearr_x[dir] + op->x; 2026 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2027 ny = freearr_y[dir] + op->y;
2262 2028
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2264 2030
2265 /* 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
2266 * 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
2267 * 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
2268 * player. This is a pretty nasty hack, because if we could 2034 * player. This is a pretty nasty hack, because if we could
2273 */ 2039 */
2274 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))
2275 { 2041 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2043 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2044 m = op->map->xy_find (nx, ny);
2279 if (!m) 2045 if (!m)
2280 return; /* Don't think this should happen */ 2046 return; /* Don't think this should happen */
2281 } 2047 }
2282 else 2048 else
2283 m = op->map; 2049 m = op->map;
2284 2050
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2051 if (!(tmp = m->at (nx, ny).bot))
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2052 return;
2289 }
2290 2053
2291 mon = NULL; 2054 mon = 0;
2292 /* 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
2293 * 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.
2294 * 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
2295 * on the space 2058 * on the space
2296 */ 2059 */
2297 while (tmp != NULL) 2060 while (tmp)
2298 { 2061 {
2299 if (tmp == op) 2062 if (tmp == op)
2300 { 2063 {
2301 tmp = tmp->above; 2064 tmp = tmp->above;
2302 continue; 2065 continue;
2312 mon = tmp; 2075 mon = tmp;
2313 2076
2314 tmp = tmp->above; 2077 tmp = tmp->above;
2315 } 2078 }
2316 2079
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2081 return; /* into a wall */
2319 2082
2320 if (mon->head != NULL) 2083 if (mon->head)
2321 mon = mon->head; 2084 mon = mon->head;
2322 2085
2323 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))
2324 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2325 return; 2088 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2111 {
2349 /* 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 */
2350 if (op->contr->braced) 2113 if (op->contr->braced)
2351 return; 2114 return;
2115
2352 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);
2353 (void) push_ob (mon, dir, op); 2117 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2118 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2119 make_visible (op);
2120
2356 return; 2121 return;
2357 } 2122 }
2358 2123
2359 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2127 * attack them either.
2363 */ 2128 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (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)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2132 (op->contr->peaceful
2368 || (mon->type == PLAYER 2133 || (mon->type == PLAYER
2369 && mon->contr-> 2134 && mon->contr->
2370 peaceful)) && 2135 peaceful)) &&
2371#else 2136#else
2372 op->contr->peaceful && 2137 op->contr->peaceful &&
2373#endif 2138#endif
2374 !on_battleground)) 2139 !on_battleground))
2375 { 2140 {
2376 if (!op->contr->braced) 2141 if (!op->contr->braced)
2377 { 2142 {
2378 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);
2379 (void) push_ob (mon, dir, op); 2144 push_ob (mon, dir, op);
2380 } 2145 }
2381 else 2146 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2148
2385 if (op->contr->tmp_invis || op->hide) 2149 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2150 make_visible (op);
2387 } 2151 }
2388 2152
2389 /* If the object is a boulder or other rollable object, then 2153 /* If the object is a boulder or other rollable object, then
2400 * 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
2401 * and be living. Then, it must be one of the following: 2165 * and be living. Then, it must be one of the following:
2402 * 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
2403 * 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.
2404 */ 2168 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((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)))
2408 { 2171 {
2409 2172
2410 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2181
2419 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 */
2420 } 2183 }
2421 2184
2422 skill_attack (mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2423 2186
2424 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2190 * the wiz.
2429 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))
2430 { 2193 {
2431 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2432 2195
2433 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2436 } 2199 }
2200
2437 if (action_makes_visible (op)) 2201 if (action_makes_visible (op))
2438 make_visible (op); 2202 make_visible (op);
2439 } 2203 }
2440 } /* if player should attack something */ 2204 } /* if player should attack something */
2441} 2205}
2443int 2207int
2444move_player (object *op, int dir) 2208move_player (object *op, int dir)
2445{ 2209{
2446 int pick; 2210 int pick;
2447 2211
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2213 return 0;
2450 2214
2451 /* Sanity check: make sure dir is valid */ 2215 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2216 if ((dir < 0) || (dir >= 9))
2453 { 2217 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2219 return 0;
2456 } 2220 }
2457 2221
2458 /* peterm: added following line */ 2222 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2461 2225
2462 op->facing = dir; 2226 op->facing = dir;
2463 2227
2476 2240
2477 /* 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
2478 * server can handle repeat firing. 2242 * server can handle repeat firing.
2479 */ 2243 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2245 op->direction = dir;
2483 }
2484 else 2246 else
2485 {
2486 op->direction = 0; 2247 op->direction = 0;
2487 } 2248
2488 /* Update how the player looks. Use the facing, so direction may 2249 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2250 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2251 * for players.
2491 */ 2252 */
2492 animate_object (op, op->facing); 2253 animate_object (op, op->facing);
2544 2305
2545 /* 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
2546 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2308 * called, so we recheck it here.
2548 */ 2309 */
2549 op->contr->socket->handle_command (); 2310 if (op->contr->ns->handle_command ())
2311 return 1;
2312
2550 if (op->speed_left < 0) 2313 if (op->speed_left > 0)
2551 return 0; 2314 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2316 {
2555 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2318 op->speed_left--;
2557 2319
2558 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2559 * 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
2560 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2561 */ 2323 */
2562 move_player (op, op->direction); 2324 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2325
2564 return 1; 2326 return op->speed_left > 0;
2565 else 2327 }
2566 return 0;
2567 } 2328 }
2568 2329
2569 return 0; 2330 return 0;
2570} 2331}
2571 2332
2591 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2592 2353
2593 if (op->stats.food < 0) 2354 if (op->stats.food < 0)
2594 op->stats.food = 999; 2355 op->stats.food = 999;
2595 2356
2596 fix_player (op); 2357 op->update_stats ();
2597 return 1; 2358 return 1;
2598 } 2359 }
2599 2360
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2374{
2614 object *next; 2375 object *next;
2615 2376
2616 while (op) 2377 while (op)
2617 { 2378 {
2618 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' */
2619 * we remove object 'op' 2380
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2381 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2382 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2383 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2384 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2385
2386 op->insert_at (env);
2629 } 2387 }
2630 else if (op->inv) 2388 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2389 remove_unpaid_objects (op->inv, env);
2632 2390
2633 op = next; 2391 op = next;
2634 } 2392 }
2635} 2393}
2636
2637 2394
2638/* 2395/*
2639 * Returns pointer a static string containing gravestone text 2396 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2397 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2398 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2432 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2433 strcat (buf2, buf);
2677 2434
2678 return buf2; 2435 return buf2;
2679} 2436}
2680
2681
2682 2437
2683void 2438void
2684do_some_living (object *op) 2439do_some_living (object *op)
2685{ 2440{
2686 int last_food = op->stats.food; 2441 int last_food = op->stats.food;
2695 const int max_grace = 1; 2450 const int max_grace = 1;
2696 2451
2697 if (op->contr->outputs_sync) 2452 if (op->contr->outputs_sync)
2698 { 2453 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2454 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 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)
2701 flush_output_element (op, &op->contr->outputs[i]); 2456 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2457 }
2703 2458
2704 if (op->contr->state == ST_PLAYING) 2459 if (op->contr->ns->state == ST_PLAYING)
2705 { 2460 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2461 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2462 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2463 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2464 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2465 else
2712 { 2466 {
2713 gen_hp = op->stats.maxhp; 2467 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2468 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2469 }
2470
2716 if (op->contr->gen_sp >= 0) 2471 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2472 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2473 else
2719 { 2474 {
2720 gen_sp = op->stats.maxsp; 2475 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2476 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2477 }
2478
2723 if (op->contr->gen_grace >= 0) 2479 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2480 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2481 else
2726 { 2482 {
2727 gen_grace = op->stats.maxgrace; 2483 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2499 op->stats.food += op->contr->digestion;
2744 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))
2745 op->stats.food = last_food; 2501 op->stats.food = last_food;
2746 } 2502 }
2747 } 2503 }
2504
2748 if (max_sp > 1) 2505 if (max_sp > 1)
2749 { 2506 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2507 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2508 if (over_sp > 0)
2752 { 2509 {
2753 if (op->stats.sp < op->stats.maxsp) 2510 if (op->stats.sp < op->stats.maxsp)
2754 { 2511 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2512 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513
2756 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))
2757 op->stats.sp--; 2515 op->stats.sp--;
2516
2758 if (op->stats.sp > op->stats.maxsp) 2517 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2518 op->stats.sp = op->stats.maxsp;
2760 } 2519 }
2761 op->last_sp = 0; 2520 op->last_sp = 0;
2762 } 2521 }
2763 else 2522 else
2764 {
2765 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);
2766 }
2767 } 2524 }
2768 else 2525 else
2769 {
2770 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);
2771 }
2772 } 2527 }
2773 2528
2774 /* Regenerate Grace */ 2529 /* Regenerate Grace */
2775 /* 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. */
2776 if (--op->last_grace < 0) 2531 if (--op->last_grace < 0)
2777 { 2532 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2533 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2534 op->stats.grace++; /* no penalty in food for regaining grace */
2535
2780 if (max_grace > 1) 2536 if (max_grace > 1)
2781 { 2537 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2538 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2539 if (over_grace > 0)
2784 { 2540 {
2812 op->stats.food += op->contr->digestion; 2568 op->stats.food += op->contr->digestion;
2813 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))
2814 op->stats.food = last_food; 2570 op->stats.food = last_food;
2815 } 2571 }
2816 } 2572 }
2573
2817 if (max_hp > 1) 2574 if (max_hp > 1)
2818 { 2575 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2576 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2577 if (over_hp > 0)
2821 { 2578 {
2845 2602
2846 if (op->contr->gen_hp > 0) 2603 if (op->contr->gen_hp > 0)
2847 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);
2848 else 2605 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607
2850 /* dms do not consume food */ 2608 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2609 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2610 op->stats.food--;
2853 } 2611 }
2854 }
2855 2612
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2613 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2614 {
2858 object *tmp, *flesh = NULL; 2615 object *tmp, *flesh = 0;
2859 2616
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2617 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2618 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2619 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2620 {
2621 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2622 {
2866 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.");
2867 manual_apply (op, tmp, 0); 2624 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2625 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2626 break;
2870 } 2627 }
2871 else if (tmp->type == FLESH) 2628 else if (tmp->type == FLESH)
2872 flesh = tmp; 2629 flesh = tmp;
2873 } /* End if paid for object */ 2630 } /* End if paid for object */
2874 } /* end of for loop */ 2631 } /* end of for loop */
2632
2875 /* 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
2876 * eat flesh instead. 2634 * eat flesh instead.
2877 */ 2635 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2636 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2637 {
2880 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.");
2881 manual_apply (op, flesh, 0); 2639 manual_apply (op, flesh, 0);
2882 } 2640 }
2883 } /* end if player is starving */ 2641 }
2884 2642
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2643 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2644 op->stats.food++, op->stats.hp--;
2887 2645
2888 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))
2889 kill_player (op); 2647 kill_player (op);
2648 }
2890} 2649}
2891
2892
2893 2650
2894/* 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.
2895 * 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
2896 * permadeath, no lifesave), this will take care of removing the player 2653 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2654 * file.
2927 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!");
2928 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...");
2929 2686
2930 /* restore player */ 2687 /* restore player */
2931 at = archetype::find ("poisoning"); 2688 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2689 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2690 {
2935 tmp->destroy (); 2691 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2692 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2693 }
2938 2694
2939 at = archetype::find ("confusion"); 2695 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2696 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2697 {
2943 tmp->destroy (); 2698 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2699 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2700 }
2946 2701
2948 op->stats.hp = op->stats.maxhp; 2703 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2704 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2705 op->stats.food = 999;
2951 2706
2952 /* create a bodypart-trophy to make the winner happy */ 2707 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2708 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2709 {
2956 sprintf (buf, "%s's finger", &op->name); 2710 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2711 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2712 sprintf (buf, " This finger has been cut off %s\n"
2959 " 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",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2715 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2716 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2717 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2718 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2719 }
2967 2720
2968 /* teleport defeated player to new destination */ 2721 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2722 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2723 op->contr->braced = 0;
2975 2728
2976 command_kill_pets (op, 0); 2729 command_kill_pets (op, 0);
2977 2730
2978 if (op->stats.food < 0) 2731 if (op->stats.food < 0)
2979 { 2732 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2733 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2734 strcpy (op->contr->killer, "starvation");
2989 } 2735 }
2990 else 2736 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2737 sprintf (buf, "%s died.", &op->name);
3000 } 2738
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2740
3003 /* save the map location for corpse, gravestone */ 2741 /* save the map location for corpse, gravestone */
3004 x = op->x; 2742 x = op->x;
3005 y = op->y; 2743 y = op->y;
3006 map = op->map; 2744 map = op->map;
3007 2745
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2746 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * 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.
3013 * 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.
3014 */ 2749 */
3015 2750
3016 /* Basically two ways to go - remove a stat permanently, or just 2751 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2752 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2753 * of death.
3019 */ 2754 */
3020#ifndef COZY_SERVER 2755#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2756 if (settings.balanced_stat_loss)
3022 { 2757 {
3023 /* If stat loss is permanent, lose one stat only. */ 2758 /* If stat loss is permanent, lose one stat only. */
3024 /* 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
3025 more if they do. */ 2760 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2761 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2762 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2763 little bit harder. */
3029 /* GD */ 2764 /* GD */
3030 if (settings.stat_loss_on_death) 2765 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2766 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2767 else
3036 { 2768 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2769 }
2770 else
3037 num_stats_lose = 1; 2771 num_stats_lose = 1;
3038 } 2772
3039 lost_a_stat = 0; 2773 lost_a_stat = 0;
3040 2774
3041 for (z = 0; z < num_stats_lose; z++) 2775 for (z = 0; z < num_stats_lose; z++)
3042 { 2776 {
3043 i = RANDOM () % NUM_STATS; 2777 i = RANDOM () % NUM_STATS;
3044 2778
3045 if (settings.stat_loss_on_death) 2779 if (settings.stat_loss_on_death)
3046 { 2780 {
3047 /* 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
3048 * what he lost. 2782 * what he lost.
3049 */ 2783 */
3050 change_attr_value (&(op->stats), i, -1); 2784 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2785 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2786 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2787 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 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);
3056 } 2802 }
3057 else 2803 lose_this_stat = 1;
2804 if (settings.balanced_stat_loss)
3058 { 2805 {
3059 /* deplete a stat */ 2806 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2807 /* Get the stat that we're about to deplete. */
3061 object *dep; 2808 this_stat = get_attr_value (&(dep->stats), i);
3062 2809 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2810 {
3066 dep = arch_to_object (deparch); 2811 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2812 int keep_chance = this_stat * this_stat;
3068 } 2813
3069 lose_this_stat = 1; 2814 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 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)
3076 { 2820 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2821 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2822 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2823 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2824 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2825 else
3111 if (this_stat >= -50)
3112 { 2826 {
3113 change_attr_value (&(dep->stats), i, -1); 2827 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 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"); */
3118 } 2832 }
3119 } 2833 }
3120 } 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 }
3121 } 2853 }
2854 }
2855 }
3122 /* If no stat lost, tell the player. */ 2856 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2857 if (!lost_a_stat)
3124 { 2858 {
3125 /* determine_god() seems to not work sometimes... why is this? 2859 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2860 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2861 const char *god = determine_god (op);
3128 2862
3129 if (god && (strcmp (god, "none"))) 2863 if (god && (strcmp (god, "none")))
3130 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);
3131 else 2865 else
3132 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.");
3133 } 2867 }
3134#else 2868#else
3135 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.");
3136#endif 2870#endif
3137 2871
3138 /* Put a gravestone up where the character 'almost' died. List the 2872 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2873 * exp loss on the stone.
3140 */ 2874 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2875 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2876 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2877 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2878 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2879 tmp->name_pl = buf;
3146 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);
3147 tmp->msg = buf; 2881 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2882 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2883 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2884
3151 /**************************************/ 2885 /**************************************/
3152 /* */ 2886 /* */
3153 /* Subtract the experience points, */ 2887 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2888 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2889 /* food, and reset HP's... */
3156 /* */ 2890 /* */
3157 /**************************************/ 2891 /**************************************/
3158 2892
3159 /* remove any poisoning and confusion the character may be suffering. */ 2893 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2894 /* restore player */
3161 at = archetype::find ("poisoning"); 2895 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2896 tmp = present_arch_in_ob (at, op);
3163 2897
3164 if (tmp) 2898 if (tmp)
3165 { 2899 {
3166 tmp->destroy (); 2900 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2901 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2902 }
3169 2903
3170 at = archetype::find ("confusion"); 2904 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2905 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2906 if (tmp)
3173 { 2907 {
3174 tmp->destroy (); 2908 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2909 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2910 }
3177 2911
3178 cure_disease (op, 0); /* remove any disease */ 2912 cure_disease (op, 0); /* remove any disease */
3179 2913
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2914 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2915 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2916 if (op->stats.food < 100)
3183 op->stats.food = 900; 2917 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2918 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2921
3188 /* 2922 /*
3189 * 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
3190 * 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
3191 * in the map. 2925 * in the map.
3192 */ 2926 */
3193 2927
3194 if (is_in_shop (op)) 2928 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2929 remove_unpaid_objects (op->inv, op);
3196 2930
3197 /****************************************/ 2931 /****************************************/
3198 /* */ 2932 /* */
3199 /* Move player to his current respawn- */ 2933 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2934 /* position (usually last savebed) */
3201 /* */ 2935 /* */
3202 /****************************************/ 2936 /****************************************/
3203 2937
3204 enter_player_savebed (op); 2938 enter_player_savebed (op);
3205 2939
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2940 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2941
3212 /* it is possible that the player has blown something up 2942 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2943 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2944 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2945 * on the space that might harm the player.
3216 */ 2946 */
3217 will_kill_again = 0; 2947 will_kill_again = 0;
3218 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)
3219 if (tmp->type == SPELL_EFFECT) 2949 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2950 will_kill_again |= tmp->attacktype;
3221 2951
3222 if (will_kill_again) 2952 if (will_kill_again)
3223 { 2953 {
3224 object *force; 2954 object *force;
3225 int at; 2955 int at;
3226 2956
3227 force = get_archetype (FORCE_NAME); 2957 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2958 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2959 force->speed = 0.1;
3230 force->speed_left = -5.0; 2960 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2961 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2962 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2963 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2964 force->resist[at] = 100;
3235 2965
3236 insert_ob_in_ob (force, op); 2966 insert_ob_in_ob (force, op);
3237 fix_player (op); 2967 op->update_stats ();
3238 2968
3239 } 2969 }
3240 2970
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2971 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2972}
3310
3311 2973
3312void 2974void
3313loot_object (object *op) 2975loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2976{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2977 object *tmp, *tmp2, *next;
3316 2978
3317 if (op->container) 2979 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 2980 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 2981
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2982 for (tmp = op->inv; tmp; tmp = next)
3323 { 2983 {
3324 next = tmp->below; 2984 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2985
2986 if (tmp->invisible)
3326 continue; 2987 continue;
2988
3327 tmp->remove (); 2989 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2990 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 2991 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2992 { /* empty container to ground */
3331 loot_object (tmp); 2993 loot_object (tmp);
3353 */ 3015 */
3354 3016
3355void 3017void
3356fix_weight (void) 3018fix_weight (void)
3357{ 3019{
3358 player *pl; 3020 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3021 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3022 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3023
3364 if (old == sum) 3024 if (old == sum)
3365 continue; 3025 continue;
3366 fix_player (pl->ob); 3026 pl->ob->update_stats ();
3367 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);
3368 } 3028 }
3369} 3029}
3370 3030
3371void 3031void
3372fix_luck (void) 3032fix_luck (void)
3373{ 3033{
3374 player *pl; 3034 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3035 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3036 pl->ob->change_luck (0);
3379} 3037}
3380
3381 3038
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3039/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3040 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3041 * just treat this as any other spell casting object.
3385 */ 3042 */
3386
3387void 3043void
3388cast_dust (object *op, object *throw_ob, int dir) 3044cast_dust (object *op, object *throw_ob, int dir)
3389{ 3045{
3390 object *skop, *spob; 3046 object *skop, *spob;
3391 3047
3436 object *tmp = NULL; 3092 object *tmp = NULL;
3437 3093
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3095 return 1;
3440 3096
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3097 return 0;
3447} 3098}
3448 3099
3449/* look at the surrounding terrain to determine 3100/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3101 * the hideability of this object. Positive levels
3506 3157
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3158 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3159
3509 /* 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! */
3510 if (op->type == PLAYER && op->contr->run_on) 3161 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3162 if (!skop || num >= skop->level)
3513 { 3163 {
3514 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!");
3515 make_visible (op); 3165 make_visible (op);
3516 return; 3166 return;
3517 } 3167 }
3518 else 3168 else
3519 num += 20; 3169 num += 20;
3520 } 3170
3521 num += op->map->difficulty; 3171 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3172 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3173 num -= hide;
3174
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3175 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3176 {
3526 make_visible (op); 3177 make_visible (op);
3527 if (op->type == PLAYER) 3178 if (op->type == PLAYER)
3528 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!");
3529 } 3180 }
3530 else if (op->type == PLAYER && skop) 3181 else if (op->type == PLAYER && skop)
3531 {
3532 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);
3533 }
3534} 3183}
3535 3184
3536/* determine if who is standing near a hostile creature. */ 3185/* determine if who is standing near a hostile creature. */
3537 3186
3538int 3187int
3565 if (mflags & P_OUT_OF_MAP) 3214 if (mflags & P_OUT_OF_MAP)
3566 continue; 3215 continue;
3567 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)))
3568 continue; 3217 continue;
3569 3218
3570 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)
3571 { 3220 {
3572 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))
3573 return 1; 3222 return 1;
3574 else if (tmp->type == PLAYER) 3223 else if (tmp->type == PLAYER)
3575 { 3224 {
3605 if (pl->type != PLAYER) 3254 if (pl->type != PLAYER)
3606 { 3255 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3256 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3257 return -1;
3609 } 3258 }
3259
3610 if (!pl || !op) 3260 if (!pl || !op)
3611 return 0; 3261 return 0;
3612 3262
3613 if (op->head)
3614 {
3615 op = op->head; 3263 op = op->head_ ();
3616 } 3264
3617 get_rangevector (pl, op, &rv, 0x1); 3265 get_rangevector (pl, op, &rv, 0x1);
3618 3266
3619 /* starting with the 'head' part, lets loop 3267 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3268 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3269 * part that is in the los array but isnt on
3629 3277
3630 /* only the viewable area the player sees is updated by LOS 3278 /* only the viewable area the player sees is updated by LOS
3631 * 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
3632 * for any meaningful values. 3280 * for any meaningful values.
3633 */ 3281 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3282 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3283 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !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)])
3637 return 1; 3285 return 1;
3638 op = op->more; 3286 op = op->more;
3639 } 3287 }
3640 return 0; 3288 return 0;
3641} 3289}
3751 if (trlist == NULL || who->type != PLAYER) 3399 if (trlist == NULL || who->type != PLAYER)
3752 return; 3400 return;
3753 3401
3754 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++);
3755 3403
3756 if (tr == NULL || tr->item == NULL) 3404 if (!tr || !tr->item)
3757 { 3405 {
3758 /* 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]); */
3759 return; 3407 return;
3760 } 3408 }
3761 3409
3827 { 3475 {
3828 /* forces in the treasurelist can alter the player's stats */ 3476 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3477 object *skin;
3830 3478
3831 /* first get the dragon skin force */ 3479 /* first get the dragon skin force */
3480 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 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
3833 if (skin == NULL) 3484 if (!skin)
3834 return; 3485 return;
3835 3486
3836 /* adding new spellpath attunements */ 3487 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3488 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3489 {

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