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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 1.90 by root, Sun Jan 7 21:54:59 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 if (ns)
286 {
287 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289
290 INVOKE_PLAYER (DISCONNECT, this);
291
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 deactivate ();
297}
298
299// the need for this function can be explained
300// by load_object not returning the object
301void
302player::set_object (object *op)
303{
304 ob = op;
305 ob->contr = this; /* this aren't yet in archetype */
306
307 ob->speed_left = 0.5;
308 ob->speed = 1.0;
309 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312
313 ob->roll_stats ();
314}
315
316player::player ()
317{
216 /* There are some elements we want initialized to non zero value - 318 /* There are some elements we want initialised to non zero value -
217 * we deal with that below this point. 319 * we deal with that below this point.
218 */ 320 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 321 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 322 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 323 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 324
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 325 savebed_map = first_map_path; /* Init. respawn position */
230 326
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; 327 gen_sp_armour = 10;
249 p->last_speed = -1; 328 last_speed = -1;
250 p->shoottype = range_none; 329 shoottype = range_none;
251 p->bowtype = bow_normal; 330 bowtype = bow_normal;
252 p->petmode = pet_normal; 331 petmode = pet_normal;
253 p->listening = 10; 332 listening = 10;
254 p->usekeys = containers; 333 usekeys = containers;
255 p->last_weapon_sp = -1; 334 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 336 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);
265 337
266 /* we need to clear these to -1 and not zero - otherwise, 338 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 339 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 340 * send new values to the client, as things like exp start
269 * at zero. 341 * at zero.
270 */ 342 */
271 for (i = 0; i < NUM_SKILLS; i++) 343 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 344 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 345
277 for (i = 0; i < NROFATTACKS; i++) 346 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 347 last_resist[i] = -1;
279 348
280 p->last_stats.exp = -1; 349 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 350 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 351}
288 352
289/* This loads the first map an puts the player on it. */ 353void
290static void 354player::do_destroy ()
291set_first_map (object *op)
292{ 355{
293 strcpy (op->contr->maplevel, first_map_path); 356 disconnect ();
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
299/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
301 * mode. 375 * mode.
302 */ 376 */
303 377player *
304int 378player::create ()
305add_player (client *ns)
306{ 379{
307 player *p = new player; 380 player *pl = new player;
308 381
309 p->socket = ns; 382 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); 383 set_first_map (pl->ob);
318 384
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; 385 return pl;
327} 386}
328 387
329/* 388/*
330 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
340 { 399 {
341 if (at == NULL || at->next == NULL) 400 if (at == NULL || at->next == NULL)
342 at = first_archetype; 401 at = first_archetype;
343 else 402 else
344 at = at->next; 403 at = at->next;
404
345 if (at->clone.type == PLAYER) 405 if (at->clone.type == PLAYER)
346 return at; 406 return at;
407
347 if (at == start) 408 if (at == start)
348 { 409 {
349 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 411 exit (-1);
351 } 412 }
352 } 413 }
353} 414}
354 415
355
356object * 416object *
357get_nearest_player (object *mon) 417get_nearest_player (object *mon)
358{ 418{
359 object *op = NULL; 419 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 420 objectlink *ol;
362 unsigned lastdist; 421 unsigned lastdist;
363 rv_vector rv; 422 rv_vector rv;
364 423
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 { 456 {
398 op = ol->ob; 457 op = ol->ob;
399 lastdist = rv.distance; 458 lastdist = rv.distance;
400 } 459 }
401 } 460 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 461
403 { 462 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 463 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 464 if (lastdist > rv.distance)
408 { 465 {
409 op = pl->ob; 466 op = pl->ob;
410 lastdist = rv.distance; 467 lastdist = rv.distance;
411 } 468 }
412 } 469
413 }
414#if 0 470#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 471 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 472#endif
417 return op; 473 return op;
418} 474}
436 * circling behaviour. Unfortunately, this function is also used to determined 492 * 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 493 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 494 * is probably not a good thing.
439 */ 495 */
440#define MAX_SPACES 50 496#define MAX_SPACES 50
441
442 497
443/* 498/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 499 * 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 500 * 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 501 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 740 /* Need to set up the skill pointers */
686 link_player_skills (pl); 741 link_player_skills (pl);
687} 742}
688 743
689void 744void
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) 745get_party_password (object *op, partylist *party)
774{ 746{
775 if (party == NULL) 747 if (party == NULL)
776 { 748 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 750 return;
779 } 751 }
752
780 op->contr->write_buf[0] = '\0'; 753 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 757}
785
786 758
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 760static int
789roll_stat (void) 761roll_stat (void)
790{ 762{
791 int a[4], i, j, k; 763 int a[4], i, j, k;
792 764
793 for (i = 0; i < 4; i++) 765 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 769 if (a[i] < k)
798 k = a[i], j = i; 770 k = a[i], j = i;
799 771
800 for (i = 0, k = 0; i < 4; i++) 772 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 773 if (i != j)
803 k += a[i]; 774 k += a[i];
804 } 775
805 return k; 776 return k;
806} 777}
807 778
808void 779void
809roll_stats (object *op) 780object::roll_stats ()
810{ 781{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 782 int statsort [7];
814 783
815 do 784 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 } 785 {
826 while (sum < 82 || sum > 116); 786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
827 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
828 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 795 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;
836 796
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]; 797 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
861 804
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; 805 stats.exp = 0;
873 op->stats.ac = 0; 806 stats.ac = 0;
874 807
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; 808 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 809 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
883 op->contr->orig_stats = op->stats; 818 contr->orig_stats = stats;
819 }
884} 820}
885 821
886void 822void
887Roll_Again (object *op) 823object::swap_stats (int a, int b)
888{ 824{
889 esrv_new_player (op->contr, 0); 825 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 826 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)? "); 827 set_attr_value (&contr->orig_stats, b, tmp);
892}
893 828
894void 829 stats.Str = contr->orig_stats.Str;
895Swap_Stat (object *op, int Swap_Second) 830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857}
858
859static void
860start_info (object *op)
896{ 861{
897 signed char tmp;
898 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
899 863
900 if (op->contr->Swap_First == -1) 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
1015 869
1016/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
1020 * not the class. 874 * not the class.
1021 */ 875 */
1022
1023int 876int
1024key_change_class (object *op, char key) 877key_change_class (object *op, char key)
1025{ 878{
1026 int tmp_loop; 879 int tmp_loop;
1027 880
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 881 if (key == 'd' || key == 'D')
1035 { 882 {
1036 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
1037 884
1038 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 890 create_treasure (tl, op, 0, 0, 0);
1044 891
1045 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
1047 894
1048 op->contr->state = ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
1049 896
1050 if (op->msg) 897 if (op->msg)
1051 op->msg = NULL; 898 op->msg = NULL;
1052 899
1053 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
1062 start_info (op); 909 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 910 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 911 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 912 link_player_skills (op);
1066 esrv_send_inventory (op, op); 913 esrv_send_inventory (op, op);
1067 fix_player (op); 914 op->update_stats ();
1068 915
1069 /* This moves the player to a different start map, if there 916 /* This moves the player to a different start map, if there
1070 * is one for this race 917 * is one for this race
1071 */ 918 */
1072 if (*first_map_ext_path) 919 if (*first_map_ext_path)
1073 { 920 {
1074 object *tmp; 921 object *tmp;
1075 char mapname[MAX_BUF]; 922 char mapname[MAX_BUF];
1076 923
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 924 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1078 tmp = object::create (); 925 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 926 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 927 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 928 EXIT_Y (tmp) = op->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 929 op->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 930 * if the map isn't there, then stay on the
1084 * default initial map */ 931 * default initial map */
1085 tmp->destroy (); 932 tmp->destroy ();
1086 } 933 }
1087 else 934 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 935 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 936
1091 return 0; 937 return 0;
1092 } 938 }
1093 939
1094 /* Following actually changes the race - this is the default command 940 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 941 * if we don't match with one of the options above.
1099 while (!tmp_loop) 945 while (!tmp_loop)
1100 { 946 {
1101 shstr name = op->name; 947 shstr name = op->name;
1102 int x = op->x, y = op->y; 948 int x = op->x, y = op->y;
1103 949
1104 remove_statbonus (op); 950 op->remove_statbonus ();
1105 op->remove (); 951 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 952 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 953 op->arch->clone.copy_to (op);
1108 op->instantiate (); 954 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 955 op->stats = op->contr->orig_stats;
1111 op->x = x; 957 op->x = x;
1112 op->y = y; 958 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 959 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 960 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 961 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 962 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 963 tmp_loop = allowed_class (op);
1118 } 964 }
1119 965
1120 update_object (op, UP_OBJ_FACE); 966 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 967 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 968 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 969 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 970 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 971 op->stats.grace = 0;
1126 972
1127 if (op->msg) 973 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 974 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 975
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 976 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; 977 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} 978}
1182 979
1183void 980void
1184flee_player (object *op) 981flee_player (object *op)
1185{ 982{
1215 { 1012 {
1216 op->enemy = NULL; 1013 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1014 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1015 return;
1219 } 1016 }
1017
1220 get_rangevector (op, op->enemy, &rv, 0); 1018 get_rangevector (op, op->enemy, &rv, 0);
1221 1019
1222 dir = absdir (4 + rv.direction); 1020 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1021 for (diff = 0; diff < 3; diff++)
1224 { 1022 {
1225 int m = 1 - (RANDOM () & 2); 1023 int m = 1 - (RANDOM () & 2);
1226 1024
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1025 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1026 return;
1230 }
1231 } 1027 }
1028
1232 /* Cornered, get rid of scared */ 1029 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1031 op->enemy = NULL;
1235} 1032}
1236 1033
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1119 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)))); 1120 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1121 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1122 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)))); 1123 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1124
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1125 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 } 1126 }
1127
1358 /* philosophy: 1128 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1129 * 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 1130 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1131 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1132 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1133 * example.
1364 * The drawback: right now it has no frontend, so you need to 1134 * 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 1135 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1136 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1562 if (!dir)
1793 { 1563 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1565 return 0;
1796 } 1566 }
1567
1797 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1569 bow = op->contr->ranges[range_bow];
1799 else 1570 else
1800 { 1571 {
1801 for (bow = op->inv; bow; bow = bow->below) 1572 for (bow = op->inv; bow; bow = bow->below)
1809 { 1580 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1581 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1582 return 0;
1812 } 1583 }
1813 } 1584 }
1585
1814 if (!bow->race || !bow->skill) 1586 if (!bow->race || !bow->skill)
1815 { 1587 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1589 return 0;
1818 } 1590 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1592 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1593
1822 /* penalize ROF for bestarrow */ 1594 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1595 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1596 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1597
1825 if (bowspeed < 1) 1598 if (bowspeed < 1)
1826 bowspeed = 1; 1599 bowspeed = 1;
1827 1600
1828 if (arrow == NULL) 1601 if (arrow == NULL)
1829 { 1602 {
1835 else 1608 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1609 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1610 return 0;
1838 } 1611 }
1839 } 1612 }
1613
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1614 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1615 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1616 return 0;
1844 } 1617
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1618 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1619 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1620 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1621 return 0;
1849 } 1622 }
1855 return 0; 1628 return 0;
1856 } 1629 }
1857 1630
1858 left = arrow; /* these are arrows left to the player */ 1631 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1632 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1633 if (!arrow)
1861 { 1634 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1635 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1636 return 0;
1864 } 1637 }
1638
1865 arrow->set_owner (op); 1639 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1640 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1641 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1642
1872 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1873 { 1644 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1646 op->update_stats ();
1876 } 1647 }
1877 1648
1878 SET_ANIMATION (arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1651 arrow->stats.hp = arrow->stats.dam;
1890 1661
1891 /* update the speed */ 1662 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1663 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; 1664 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1665
1895 if (arrow->speed < 1.0) 1666 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1667 arrow->speed_left = 0;
1899 1668
1900 if (op->type == PLAYER) 1669 if (op->type == PLAYER)
1901 { 1670 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1681 }
1913 1682
1914 if (arrow->attacktype == AT_PHYSICAL) 1683 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1684 arrow->attacktype |= bow->attacktype;
1916 1685
1917 if (bow->slaying != NULL) 1686 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1687 arrow->slaying = bow->slaying;
1919 1688
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1689 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1691
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1692 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1693 m->insert (arrow, sx, sy, op);
1926 1694
1927 if (!arrow->destroyed ()) 1695 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1696 move_arrow (arrow);
1929 1697
1930 if (op->type == PLAYER) 1698 if (op->type == PLAYER)
1956 } 1724 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1725 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1726 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1728 wcmod = -1;
1729
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1731 }
1963 else if (op->contr->bowtype == bow_threewide) 1732 else if (op->contr->bowtype == bow_threewide)
1964 { 1733 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1734 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 1804
2036 if (item->arch) 1805 if (item->arch)
2037 { 1806 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1808 item->face = item->arch->clone.face;
2040 item->speed = 0; 1809 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1810 }
1811
2043 if ((tmp = is_player_inv (item))) 1812 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1814 }
2046 } 1815 }
2047 else if (item->type == ROD || item->type == HORN) 1816 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1817 drain_rod_charge (item);
2050 }
2051 } 1818 }
2052} 1819}
2053 1820
2054/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
2055 */ 1822 */
2198 * 0 otherwise 1965 * 0 otherwise
2199 */ 1966 */
2200static int 1967static int
2201player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
2202{ 1969{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* 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 - 1971 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
2207 */ 1973 */
2208 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2012 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2013 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2014 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2015 * going to try and move (not fire weapons).
2250 */ 2016 */
2251
2252void 2017void
2253move_player_attack (object *op, int dir) 2018move_player_attack (object *op, int dir)
2254{ 2019{
2255 object *tmp, *mon; 2020 object *tmp, *mon;
2256 sint16 nx, ny; 2021 sint16 nx, ny;
2258 maptile *m; 2023 maptile *m;
2259 2024
2260 nx = freearr_x[dir] + op->x; 2025 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2026 ny = freearr_y[dir] + op->y;
2262 2027
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2028 on_battleground = op_on_battleground (op, 0, 0);
2264 2029
2265 /* If braced, or can't move to the square, and it is not out of the 2030 /* 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 2031 * 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 2032 * 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 2033 * player. This is a pretty nasty hack, because if we could
2273 */ 2038 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2040 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2042 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2043 m = op->map->xy_find (nx, ny);
2279 if (!m) 2044 if (!m)
2280 return; /* Don't think this should happen */ 2045 return; /* Don't think this should happen */
2281 } 2046 }
2282 else 2047 else
2283 m = op->map; 2048 m = op->map;
2284 2049
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2050 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; 2051 return;
2289 }
2290 2052
2291 mon = NULL; 2053 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2057 * on the space
2296 */ 2058 */
2297 while (tmp != NULL) 2059 while (tmp)
2298 { 2060 {
2299 if (tmp == op) 2061 if (tmp == op)
2300 { 2062 {
2301 tmp = tmp->above; 2063 tmp = tmp->above;
2302 continue; 2064 continue;
2312 mon = tmp; 2074 mon = tmp;
2313 2075
2314 tmp = tmp->above; 2076 tmp = tmp->above;
2315 } 2077 }
2316 2078
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2079 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2080 return; /* into a wall */
2319 2081
2320 if (mon->head != NULL) 2082 if (mon->head)
2321 mon = mon->head; 2083 mon = mon->head;
2322 2084
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2086 if (player_attack_door (op, mon))
2325 return; 2087 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2110 {
2349 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2112 if (op->contr->braced)
2351 return; 2113 return;
2114
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2116 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2117 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2118 make_visible (op);
2119
2356 return; 2120 return;
2357 } 2121 }
2358 2122
2359 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2126 * attack them either.
2363 */ 2127 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2130#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2131 (op->contr->peaceful
2368 || (mon->type == PLAYER 2132 || (mon->type == PLAYER
2369 && mon->contr-> 2133 && mon->contr->
2370 peaceful)) && 2134 peaceful)) &&
2371#else 2135#else
2372 op->contr->peaceful && 2136 op->contr->peaceful &&
2373#endif 2137#endif
2374 !on_battleground)) 2138 !on_battleground))
2375 { 2139 {
2376 if (!op->contr->braced) 2140 if (!op->contr->braced)
2377 { 2141 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2143 push_ob (mon, dir, op);
2380 } 2144 }
2381 else 2145 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2146 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2147
2385 if (op->contr->tmp_invis || op->hide) 2148 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2149 make_visible (op);
2387 } 2150 }
2388 2151
2389 /* If the object is a boulder or other rollable object, then 2152 /* 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 2163 * 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: 2164 * 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 2165 * 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. 2166 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2167 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 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))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2170 {
2409 2171
2410 /* If the player hasn't hit something this tick, and does 2172 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2179 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2180
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2182 }
2421 2183
2422 skill_attack (mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2423 2185
2424 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2189 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2192 {
2431 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2432 2194
2433 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2436 } 2198 }
2199
2437 if (action_makes_visible (op)) 2200 if (action_makes_visible (op))
2438 make_visible (op); 2201 make_visible (op);
2439 } 2202 }
2440 } /* if player should attack something */ 2203 } /* if player should attack something */
2441} 2204}
2443int 2206int
2444move_player (object *op, int dir) 2207move_player (object *op, int dir)
2445{ 2208{
2446 int pick; 2209 int pick;
2447 2210
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2212 return 0;
2450 2213
2451 /* Sanity check: make sure dir is valid */ 2214 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2215 if ((dir < 0) || (dir >= 9))
2453 { 2216 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2218 return 0;
2456 } 2219 }
2457 2220
2458 /* peterm: added following line */ 2221 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2461 2224
2462 op->facing = dir; 2225 op->facing = dir;
2463 2226
2476 2239
2477 /* Add special check for newcs players and fire on - this way, the 2240 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2241 * server can handle repeat firing.
2479 */ 2242 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2244 op->direction = dir;
2483 }
2484 else 2245 else
2485 {
2486 op->direction = 0; 2246 op->direction = 0;
2487 } 2247
2488 /* Update how the player looks. Use the facing, so direction may 2248 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2249 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2250 * for players.
2491 */ 2251 */
2492 animate_object (op, op->facing); 2252 animate_object (op, op->facing);
2544 2304
2545 /* call this here - we also will call this in do_ericserver, but 2305 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2306 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2307 * called, so we recheck it here.
2548 */ 2308 */
2549 op->contr->socket->handle_command (); 2309 if (op->contr->ns->handle_command ())
2310 return 1;
2311
2550 if (op->speed_left < 0) 2312 if (op->speed_left > 0)
2551 return 0; 2313 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2314 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2315 {
2555 /* All move commands take 1 tick, at least for now */ 2316 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2317 op->speed_left--;
2557 2318
2558 /* Instead of all the stuff below, let move_player take care 2319 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2320 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2321 * there, as well as the confusion stuff.
2561 */ 2322 */
2562 move_player (op, op->direction); 2323 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2324
2564 return 1; 2325 return op->speed_left > 0;
2565 else 2326 }
2566 return 0;
2567 } 2327 }
2568 2328
2569 return 0; 2329 return 0;
2570} 2330}
2571 2331
2591 op->stats.hp = op->stats.maxhp; 2351 op->stats.hp = op->stats.maxhp;
2592 2352
2593 if (op->stats.food < 0) 2353 if (op->stats.food < 0)
2594 op->stats.food = 999; 2354 op->stats.food = 999;
2595 2355
2596 fix_player (op); 2356 op->update_stats ();
2597 return 1; 2357 return 1;
2598 } 2358 }
2599 2359
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2360 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2361 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2373{
2614 object *next; 2374 object *next;
2615 2375
2616 while (op) 2376 while (op)
2617 { 2377 {
2618 next = op->below; /* Make sure we have a good value, in case 2378 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2379
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2380 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2381 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2382 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2383 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2384
2385 op->insert_at (env);
2629 } 2386 }
2630 else if (op->inv) 2387 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2388 remove_unpaid_objects (op->inv, env);
2632 2389
2633 op = next; 2390 op = next;
2634 } 2391 }
2635} 2392}
2636
2637 2393
2638/* 2394/*
2639 * Returns pointer a static string containing gravestone text 2395 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2396 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2397 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2431 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2432 strcat (buf2, buf);
2677 2433
2678 return buf2; 2434 return buf2;
2679} 2435}
2680
2681
2682 2436
2683void 2437void
2684do_some_living (object *op) 2438do_some_living (object *op)
2685{ 2439{
2686 int last_food = op->stats.food; 2440 int last_food = op->stats.food;
2695 const int max_grace = 1; 2449 const int max_grace = 1;
2696 2450
2697 if (op->contr->outputs_sync) 2451 if (op->contr->outputs_sync)
2698 { 2452 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2453 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) 2454 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]); 2455 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2456 }
2703 2457
2704 if (op->contr->state == ST_PLAYING) 2458 if (op->contr->ns->state == ST_PLAYING)
2705 { 2459 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2460 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2461 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2462 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2463 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2464 else
2712 { 2465 {
2713 gen_hp = op->stats.maxhp; 2466 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2467 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2468 }
2469
2716 if (op->contr->gen_sp >= 0) 2470 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2471 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2472 else
2719 { 2473 {
2720 gen_sp = op->stats.maxsp; 2474 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2475 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2476 }
2477
2723 if (op->contr->gen_grace >= 0) 2478 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2479 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2480 else
2726 { 2481 {
2727 gen_grace = op->stats.maxgrace; 2482 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2498 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2499 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2500 op->stats.food = last_food;
2746 } 2501 }
2747 } 2502 }
2503
2748 if (max_sp > 1) 2504 if (max_sp > 1)
2749 { 2505 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2506 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2507 if (over_sp > 0)
2752 { 2508 {
2753 if (op->stats.sp < op->stats.maxsp) 2509 if (op->stats.sp < op->stats.maxsp)
2754 { 2510 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2511 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2512
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2513 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2514 op->stats.sp--;
2515
2758 if (op->stats.sp > op->stats.maxsp) 2516 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2517 op->stats.sp = op->stats.maxsp;
2760 } 2518 }
2761 op->last_sp = 0; 2519 op->last_sp = 0;
2762 } 2520 }
2763 else 2521 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2522 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2523 }
2768 else 2524 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2526 }
2773 2527
2774 /* Regenerate Grace */ 2528 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2529 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2530 if (--op->last_grace < 0)
2777 { 2531 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2532 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2533 op->stats.grace++; /* no penalty in food for regaining grace */
2534
2780 if (max_grace > 1) 2535 if (max_grace > 1)
2781 { 2536 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2537 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2538 if (over_grace > 0)
2784 { 2539 {
2812 op->stats.food += op->contr->digestion; 2567 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2568 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2569 op->stats.food = last_food;
2815 } 2570 }
2816 } 2571 }
2572
2817 if (max_hp > 1) 2573 if (max_hp > 1)
2818 { 2574 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2575 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2576 if (over_hp > 0)
2821 { 2577 {
2845 2601
2846 if (op->contr->gen_hp > 0) 2602 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2604 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2606
2850 /* dms do not consume food */ 2607 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2608 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2609 op->stats.food--;
2853 } 2610 }
2854 }
2855 2611
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2612 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2613 {
2858 object *tmp, *flesh = NULL; 2614 object *tmp, *flesh = 0;
2859 2615
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2616 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2617 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2618 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2619 {
2620 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2621 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2622 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2623 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2624 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2625 break;
2870 } 2626 }
2871 else if (tmp->type == FLESH) 2627 else if (tmp->type == FLESH)
2872 flesh = tmp; 2628 flesh = tmp;
2873 } /* End if paid for object */ 2629 } /* End if paid for object */
2874 } /* end of for loop */ 2630 } /* end of for loop */
2631
2875 /* If player is still starving, it means they don't have any food, so 2632 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2633 * eat flesh instead.
2877 */ 2634 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2635 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2636 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2637 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2638 manual_apply (op, flesh, 0);
2882 } 2639 }
2883 } /* end if player is starving */ 2640 }
2884 2641
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2642 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2643 op->stats.food++, op->stats.hp--;
2887 2644
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2645 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2646 kill_player (op);
2647 }
2890} 2648}
2891
2892
2893 2649
2894/* If the player should die (lack of hp, food, etc), we call this. 2650/* 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 2651 * 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 2652 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2653 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2683 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..."); 2684 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2685
2930 /* restore player */ 2686 /* restore player */
2931 at = archetype::find ("poisoning"); 2687 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2689 {
2935 tmp->destroy (); 2690 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2691 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2692 }
2938 2693
2939 at = archetype::find ("confusion"); 2694 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2695 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2696 {
2943 tmp->destroy (); 2697 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2698 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2699 }
2946 2700
2948 op->stats.hp = op->stats.maxhp; 2702 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2703 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2704 op->stats.food = 999;
2951 2705
2952 /* create a bodypart-trophy to make the winner happy */ 2706 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2707 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2708 {
2956 sprintf (buf, "%s's finger", &op->name); 2709 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2710 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2711 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2712 " 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); 2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2714 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2715 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2716 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2717 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2718 }
2967 2719
2968 /* teleport defeated player to new destination */ 2720 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2721 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2722 op->contr->braced = 0;
2975 2727
2976 command_kill_pets (op, 0); 2728 command_kill_pets (op, 0);
2977 2729
2978 if (op->stats.food < 0) 2730 if (op->stats.food < 0)
2979 { 2731 {
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); 2732 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2733 strcpy (op->contr->killer, "starvation");
2989 } 2734 }
2990 else 2735 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); 2736 sprintf (buf, "%s died.", &op->name);
3000 } 2737
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2738 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2739
3003 /* save the map location for corpse, gravestone */ 2740 /* save the map location for corpse, gravestone */
3004 x = op->x; 2741 x = op->x;
3005 y = op->y; 2742 y = op->y;
3006 map = op->map; 2743 map = op->map;
3007 2744
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2745 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2746 * 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. 2747 * See the config.h file for a little more in depth detail about this.
3014 */ 2748 */
3015 2749
3016 /* Basically two ways to go - remove a stat permanently, or just 2750 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2751 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2752 * of death.
3019 */ 2753 */
3020#ifndef COZY_SERVER 2754#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2755 if (settings.balanced_stat_loss)
3022 { 2756 {
3023 /* If stat loss is permanent, lose one stat only. */ 2757 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2758 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2759 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2760 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2761 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2762 little bit harder. */
3029 /* GD */ 2763 /* GD */
3030 if (settings.stat_loss_on_death) 2764 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2765 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2766 else
3036 { 2767 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2768 }
2769 else
3037 num_stats_lose = 1; 2770 num_stats_lose = 1;
3038 } 2771
3039 lost_a_stat = 0; 2772 lost_a_stat = 0;
3040 2773
3041 for (z = 0; z < num_stats_lose; z++) 2774 for (z = 0; z < num_stats_lose; z++)
3042 { 2775 {
3043 i = RANDOM () % NUM_STATS; 2776 i = RANDOM () % NUM_STATS;
3044 2777
3045 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3046 { 2779 {
3047 /* Pick a random stat and take a point off it. Tell the player 2780 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2781 * what he lost.
3049 */ 2782 */
3050 change_attr_value (&(op->stats), i, -1); 2783 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2784 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2785 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2786 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2788 lost_a_stat = 1;
2789 }
2790 else
2791 {
2792 /* deplete a stat */
2793 archetype *deparch = archetype::find ("depletion");
2794 object *dep;
2795
2796 dep = present_arch_in_ob (deparch, op);
2797 if (!dep)
2798 {
2799 dep = arch_to_object (deparch);
2800 insert_ob_in_ob (dep, op);
3056 } 2801 }
3057 else 2802 lose_this_stat = 1;
2803 if (settings.balanced_stat_loss)
3058 { 2804 {
3059 /* deplete a stat */ 2805 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2806 /* Get the stat that we're about to deplete. */
3061 object *dep; 2807 this_stat = get_attr_value (&(dep->stats), i);
3062 2808 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2809 {
3066 dep = arch_to_object (deparch); 2810 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2811 int keep_chance = this_stat * this_stat;
3068 } 2812
3069 lose_this_stat = 1; 2813 /* 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) 2814 if (keep_chance < 1)
2815 keep_chance = 1;
2816
2817 /* There is a maximum depletion total per level. */
2818 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2819 {
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; 2820 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2821 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2822 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 } 2823 }
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 */ 2824 else
3111 if (this_stat >= -50)
3112 { 2825 {
3113 change_attr_value (&(dep->stats), i, -1); 2826 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; 2827 lose_this_stat = 0;
2828 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2829 this_stat, keep_chance, loss_chance,
2830 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2831 }
3119 } 2832 }
3120 } 2833 }
2834
2835 if (lose_this_stat)
2836 {
2837 this_stat = get_attr_value (&(dep->stats), i);
2838 /* We could try to do something clever like find another
2839 * stat to reduce if this fails. But chances are, if
2840 * stats have been depleted to -50, all are pretty low
2841 * and should be roughly the same, so it shouldn't make a
2842 * difference.
2843 */
2844 if (this_stat >= -50)
2845 {
2846 change_attr_value (&(dep->stats), i, -1);
2847 SET_FLAG (dep, FLAG_APPLIED);
2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2849 op->update_stats ();
2850 lost_a_stat = 1;
2851 }
3121 } 2852 }
2853 }
2854 }
3122 /* If no stat lost, tell the player. */ 2855 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2856 if (!lost_a_stat)
3124 { 2857 {
3125 /* determine_god() seems to not work sometimes... why is this? 2858 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2859 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2860 const char *god = determine_god (op);
3128 2861
3129 if (god && (strcmp (god, "none"))) 2862 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); 2863 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2864 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2865 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2866 }
3134#else 2867#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2869#endif
3137 2870
3138 /* Put a gravestone up where the character 'almost' died. List the 2871 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2872 * exp loss on the stone.
3140 */ 2873 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2874 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2875 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2876 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2877 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2878 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); 2879 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; 2880 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2881 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2882 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2883
3151 /**************************************/ 2884 /**************************************/
3152 /* */ 2885 /* */
3153 /* Subtract the experience points, */ 2886 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2887 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2888 /* food, and reset HP's... */
3156 /* */ 2889 /* */
3157 /**************************************/ 2890 /**************************************/
3158 2891
3159 /* remove any poisoning and confusion the character may be suffering. */ 2892 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2893 /* restore player */
3161 at = archetype::find ("poisoning"); 2894 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2895 tmp = present_arch_in_ob (at, op);
3163 2896
3164 if (tmp) 2897 if (tmp)
3165 { 2898 {
3166 tmp->destroy (); 2899 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2900 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2901 }
3169 2902
3170 at = archetype::find ("confusion"); 2903 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2904 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2905 if (tmp)
3173 { 2906 {
3174 tmp->destroy (); 2907 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2908 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2909 }
3177 2910
3178 cure_disease (op, 0); /* remove any disease */ 2911 cure_disease (op, 0); /* remove any disease */
3179 2912
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2913 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2914 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2915 if (op->stats.food < 100)
3183 op->stats.food = 900; 2916 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2917 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2920
3188 /* 2921 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2922 * 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 2923 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2924 * in the map.
3192 */ 2925 */
3193 2926
3194 if (is_in_shop (op)) 2927 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2928 remove_unpaid_objects (op->inv, op);
3196 2929
3197 /****************************************/ 2930 /****************************************/
3198 /* */ 2931 /* */
3199 /* Move player to his current respawn- */ 2932 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2933 /* position (usually last savebed) */
3201 /* */ 2934 /* */
3202 /****************************************/ 2935 /****************************************/
3203 2936
3204 enter_player_savebed (op); 2937 enter_player_savebed (op);
3205 2938
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2939 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2940
3212 /* it is possible that the player has blown something up 2941 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2942 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2943 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2944 * on the space that might harm the player.
3216 */ 2945 */
3217 will_kill_again = 0; 2946 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2948 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2949 will_kill_again |= tmp->attacktype;
3221 2950
3222 if (will_kill_again) 2951 if (will_kill_again)
3223 { 2952 {
3224 object *force; 2953 object *force;
3225 int at; 2954 int at;
3226 2955
3227 force = get_archetype (FORCE_NAME); 2956 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2957 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2958 force->speed = 0.1;
3230 force->speed_left = -5.0; 2959 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2960 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2961 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2962 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2963 force->resist[at] = 100;
3235 2964
3236 insert_ob_in_ob (force, op); 2965 insert_ob_in_ob (force, op);
3237 fix_player (op); 2966 op->update_stats ();
3238 2967
3239 } 2968 }
3240 2969
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2970 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} 2971}
3310
3311 2972
3312void 2973void
3313loot_object (object *op) 2974loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2975{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2976 object *tmp, *tmp2, *next;
3316 2977
3317 if (op->container) 2978 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 2979 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 2980
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2981 for (tmp = op->inv; tmp; tmp = next)
3323 { 2982 {
3324 next = tmp->below; 2983 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2984
2985 if (tmp->invisible)
3326 continue; 2986 continue;
2987
3327 tmp->remove (); 2988 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2989 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 2990 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2991 { /* empty container to ground */
3331 loot_object (tmp); 2992 loot_object (tmp);
3353 */ 3014 */
3354 3015
3355void 3016void
3356fix_weight (void) 3017fix_weight (void)
3357{ 3018{
3358 player *pl; 3019 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3020 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3021 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3022
3364 if (old == sum) 3023 if (old == sum)
3365 continue; 3024 continue;
3366 fix_player (pl->ob); 3025 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3026 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3027 }
3369} 3028}
3370 3029
3371void 3030void
3372fix_luck (void) 3031fix_luck (void)
3373{ 3032{
3374 player *pl; 3033 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3034 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3035 pl->ob->change_luck (0);
3379} 3036}
3380
3381 3037
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3038/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3039 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3040 * just treat this as any other spell casting object.
3385 */ 3041 */
3386
3387void 3042void
3388cast_dust (object *op, object *throw_ob, int dir) 3043cast_dust (object *op, object *throw_ob, int dir)
3389{ 3044{
3390 object *skop, *spob; 3045 object *skop, *spob;
3391 3046
3436 object *tmp = NULL; 3091 object *tmp = NULL;
3437 3092
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3094 return 1;
3440 3095
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; 3096 return 0;
3447} 3097}
3448 3098
3449/* look at the surrounding terrain to determine 3099/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3100 * the hideability of this object. Positive levels
3506 3156
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3157 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3158
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3159 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3160 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3161 if (!skop || num >= skop->level)
3513 { 3162 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3164 make_visible (op);
3516 return; 3165 return;
3517 } 3166 }
3518 else 3167 else
3519 num += 20; 3168 num += 20;
3520 } 3169
3521 num += op->map->difficulty; 3170 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3171 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3172 num -= hide;
3173
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3174 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3175 {
3526 make_visible (op); 3176 make_visible (op);
3527 if (op->type == PLAYER) 3177 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3178 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3179 }
3530 else if (op->type == PLAYER && skop) 3180 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3181 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3182}
3535 3183
3536/* determine if who is standing near a hostile creature. */ 3184/* determine if who is standing near a hostile creature. */
3537 3185
3538int 3186int
3565 if (mflags & P_OUT_OF_MAP) 3213 if (mflags & P_OUT_OF_MAP)
3566 continue; 3214 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3215 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3216 continue;
3569 3217
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3218 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3219 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3220 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3221 return 1;
3574 else if (tmp->type == PLAYER) 3222 else if (tmp->type == PLAYER)
3575 { 3223 {
3605 if (pl->type != PLAYER) 3253 if (pl->type != PLAYER)
3606 { 3254 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3255 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3256 return -1;
3609 } 3257 }
3258
3610 if (!pl || !op) 3259 if (!pl || !op)
3611 return 0; 3260 return 0;
3612 3261
3613 if (op->head)
3614 {
3615 op = op->head; 3262 op = op->head_ ();
3616 } 3263
3617 get_rangevector (pl, op, &rv, 0x1); 3264 get_rangevector (pl, op, &rv, 0x1);
3618 3265
3619 /* starting with the 'head' part, lets loop 3266 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3267 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3268 * part that is in the los array but isnt on
3629 3276
3630 /* only the viewable area the player sees is updated by LOS 3277 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3278 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3279 * for any meaningful values.
3633 */ 3280 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3281 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3282 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3283 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3284 return 1;
3638 op = op->more; 3285 op = op->more;
3639 } 3286 }
3640 return 0; 3287 return 0;
3641} 3288}
3751 if (trlist == NULL || who->type != PLAYER) 3398 if (trlist == NULL || who->type != PLAYER)
3752 return; 3399 return;
3753 3400
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3401 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3402
3756 if (tr == NULL || tr->item == NULL) 3403 if (!tr || !tr->item)
3757 { 3404 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3405 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3406 return;
3760 } 3407 }
3761 3408
3827 { 3474 {
3828 /* forces in the treasurelist can alter the player's stats */ 3475 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3476 object *skin;
3830 3477
3831 /* first get the dragon skin force */ 3478 /* first get the dragon skin force */
3479 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); 3480 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3481 ;
3482
3833 if (skin == NULL) 3483 if (!skin)
3834 return; 3484 return;
3835 3485
3836 /* adding new spellpath attunements */ 3486 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3487 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3488 {

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