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Comparing deliantra/server/server/player.C (file contents):
Revision 1.24 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

20 20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#ifndef WIN32 /* ---win32 remove headers */
26# include <pwd.h> 25#include <pwd.h>
27#endif
28#ifndef __CEXTRACT__
29# include <sproto.h> 26#include <sproto.h>
30#endif
31#include <sounds.h> 27#include <sounds.h>
32#include <living.h> 28#include <living.h>
33#include <object.h> 29#include <object.h>
34#include <spells.h> 30#include <spells.h>
35#include <skills.h> 31#include <skills.h>
36#include <newclient.h>
37 32
38#ifdef COZY_SERVER 33#include <algorithm>
39extern int same_party (partylist *a, partylist *b); 34#include <functional>
40#endif
41 35
42player * 36player *
43find_player (const char *plname) 37find_player (const char *plname)
44{ 38{
45 player *pl; 39 for_all_players (pl)
46
47 for (pl = first_player; pl != NULL; pl = pl->next)
48 {
49 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
50 return pl; 41 return pl;
51 }; 42
52 return NULL; 43 return 0;
53}
54
55player *
56find_player_partial_name (const char *plname)
57{
58 player *pl;
59 player *found = NULL;
60 size_t namelen = strlen (plname);
61
62 for (pl = first_player; pl != NULL; pl = pl->next)
63 {
64 if ((size_t) strlen (pl->ob->name) < namelen)
65 continue;
66
67 if (!strcmp (pl->ob->name, plname))
68 return pl;
69
70 if (!strncasecmp (pl->ob->name, plname, namelen))
71 {
72 if (found)
73 return NULL;
74
75 found = pl;
76 }
77 }
78 return found;
79} 44}
80 45
81void 46void
82display_motd (const object *op) 47display_motd (const object *op)
83{ 48{
87 int comp; 52 int comp;
88 int size; 53 int size;
89 54
90 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
91 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
92 {
93 return; 57 return;
94 } 58
95 motd[0] = '\0'; 59 motd[0] = '\0';
96 size = 0; 60 size = 0;
61
97 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
98 { 63 {
99 if (*buf == '#') 64 if (*buf == '#')
100 continue; 65 continue;
66
101 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
102 size += strlen (buf); 68 size += strlen (buf);
103 } 69 }
70
104 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
105 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
106} 73}
107 74
108void 75void
114 int comp; 81 int comp;
115 int size; 82 int size;
116 83
117 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
118 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
119 {
120 return; 86 return;
121 } 87
122 rules[0] = '\0'; 88 rules[0] = '\0';
123 size = 0; 89 size = 0;
90
124 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
125 { 92 {
126 if (*buf == '#') 93 if (*buf == '#')
127 continue; 94 continue;
95
128 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
129 { 97 {
130 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
131 break; 99 break;
132 } 100 }
101
133 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
134 size += strlen (buf); 103 size += strlen (buf);
135 } 104 }
105
136 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
137 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
138} 108}
139 109
140void 110void
148 int size; 118 int size;
149 119
150 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
151 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
152 return; 122 return;
123
153 news[0] = '\0'; 124 news[0] = '\0';
154 subject[0] = '\0'; 125 subject[0] = '\0';
155 size = 0; 126 size = 0;
127
156 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
157 { 129 {
158 if (*buf == '#') 130 if (*buf == '#')
159 continue; 131 continue;
132
160 if (*buf == '%') 133 if (*buf == '%')
161 { /* send one news */ 134 { /* send one news */
162 if (size > 0) 135 if (size > 0)
163 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
164 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
181 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
182 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
183 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
184} 157}
185 158
186int 159/* This loads the first map an puts the player on it. */
187playername_ok (const char *cp) 160static void
161set_first_map (object *op)
188{ 162{
189 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
190 if (*cp == '-' || *cp == '_') 164 op->x = -1;
191 return 0; 165 op->y = -1;
192
193 for (; *cp != '\0'; cp++)
194 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
195 return 0;
196 return 1;
197} 166}
198 167
199/* This no longer sets the player map. Also, it now updates 168void
200 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
201 * Caller is responsible for setting the correct map.
202 */
203
204/* Redo this to do both get_player_ob and get_player.
205 * Hopefully this will be less bugfree and simpler.
206 * Returns the player structure. If 'p' is null,
207 * we create a new one. Otherwise, we recycle
208 * the one that is passed.
209 */
210static player *
211get_player (player *p)
212{ 170{
213 object *op = arch_to_object (get_player_archetype (NULL)); 171 object *tmp = object::create ();
214 int i;
215 172
216 if (!p) 173 EXIT_PATH (tmp) = maplevel;
217 { 174 EXIT_X (tmp) = ob->x;
218 p = new player; 175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
219 177
220 /* This adds the player in the linked list. There is extra 178 tmp->destroy ();
221 * complexity here because we want to add the new player at the 179}
222 * end of the list - there is in fact no compelling reason that
223 * that needs to be done except for things like output of
224 * 'who'.
225 */
226 player *tmp = first_player;
227 180
228 while (tmp != NULL && tmp->next != NULL) 181// connect the player with a specific client
229 tmp = tmp->next; 182// also changed, rationalises, and fixes some incorrect settings
230 if (tmp != NULL) 183void
231 tmp->next = p; 184player::connect (client *ns)
232 else 185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
233 first_player = p; 190 first_player = this;
234 191
235 p->next = NULL; 192 ns->update_look = 0;
236 } 193 ns->look_position = 0;
237 194
238 /* Clears basically the entire player structure except 195 clear_los (ob);
239 * for next and socket. 196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
240 */ 217 */
241 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
242 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
243 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
244 * we deal with that below this point. 313 * we deal with that below this point.
245 */ 314 */
246 p->party = NULL;
247 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
248 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
249 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
250 p->Swap_First = -1;
251 318
252#ifdef AUTOSAVE
253 p->last_save_tick = 9999999;
254#endif
255
256 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
257 320
258 op->contr = p; /* this aren't yet in archetype */
259 p->ob = op;
260 op->speed_left = 0.5;
261 op->speed = 1.0;
262 op->direction = 5; /* So player faces south */
263 op->stats.wc = 2;
264 op->run_away = 25; /* Then we panick... */
265 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
266
267 roll_stats (op);
268 p->state = ST_ROLL_STAT;
269 clear_los (op);
270
271 p->gen_sp_armour = 10; 321 gen_sp_armour = 10;
272 p->last_speed = -1; 322 last_speed = -1;
273 p->shoottype = range_none; 323 shoottype = range_none;
274 p->bowtype = bow_normal; 324 bowtype = bow_normal;
275 p->petmode = pet_normal; 325 petmode = pet_normal;
276 p->listening = 10; 326 listening = 10;
277 p->usekeys = containers; 327 usekeys = containers;
278 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
279 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
280 p->do_los = 1; 330 do_los = 1;
281 p->explore = 0;
282 p->no_shout = 0; /* default can shout */
283
284 assign (p->title, op->arch->clone.name);
285 op->race = op->arch->clone.race;
286
287 CLEAR_FLAG (op, FLAG_READY_SKILL);
288 331
289 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
290 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
291 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
292 * at zero. 335 * at zero.
293 */ 336 */
294 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
295 {
296 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
297 p->last_skill_ob[i] = NULL; 339
298 }
299 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
300 {
301 p->last_resist[i] = -1; 341 last_resist[i] = -1;
302 } 342
303 p->last_stats.exp = -1; 343 last_stats.exp = -1;
304 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
305
306 p->socket.update_look = 0;
307 p->socket.look_position = 0;
308 return p;
309} 345}
310 346
311/* This loads the first map an puts the player on it. */ 347void
312static void 348player::do_destroy ()
313set_first_map (object *op)
314{ 349{
315 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
316 op->x = -1;
317 op->y = -1;
318 enter_exit (op, NULL);
319}
320 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
321/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
322 * All we can really get in this is some settings like host and display 391 * All we can really get in this is some settings like host and display
323 * mode. 392 * mode.
324 */ 393 */
325
326int
327add_player (NewSocket * ns)
328{
329 player *p; 394player *
395player::create ()
396{
397 player *pl = new player;
330 398
331 p = get_player (NULL); 399 pl->set_object (arch_to_object (get_player_archetype (0)));
332 p->socket = *ns;
333 p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
334 if (p->socket.faces_sent == NULL)
335 fatal (OUT_OF_MEMORY);
336 memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent));
337 /* Needed because the socket we just copied over needs to be cleared.
338 * Note that this can result in a client reset if there is partial data
339 * on the uncoming socket.
340 */
341 p->socket.inbuf.len = 0;
342 set_first_map (p->ob); 400 set_first_map (pl->ob);
343 401
344 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
345 add_friendly_object (p->ob);
346 send_rules (p->ob);
347 send_news (p->ob);
348 display_motd (p->ob);
349 get_name (p->ob);
350 return 0; 402 return pl;
351} 403}
352 404
353/* 405/*
354 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
355 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
364 { 416 {
365 if (at == NULL || at->next == NULL) 417 if (at == NULL || at->next == NULL)
366 at = first_archetype; 418 at = first_archetype;
367 else 419 else
368 at = at->next; 420 at = at->next;
421
369 if (at->clone.type == PLAYER) 422 if (at->clone.type == PLAYER)
370 return at; 423 return at;
424
371 if (at == start) 425 if (at == start)
372 { 426 {
373 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
374 exit (-1); 428 exit (-1);
375 } 429 }
376 } 430 }
377} 431}
378 432
379
380object * 433object *
381get_nearest_player (object *mon) 434get_nearest_player (object *mon)
382{ 435{
383 object *op = NULL; 436 object *op = NULL;
384 player *pl = NULL;
385 objectlink *ol; 437 objectlink *ol;
386 unsigned lastdist; 438 unsigned lastdist;
387 rv_vector rv; 439 rv_vector rv;
388 440
389 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 { 473 {
422 op = ol->ob; 474 op = ol->ob;
423 lastdist = rv.distance; 475 lastdist = rv.distance;
424 } 476 }
425 } 477 }
426 for (pl = first_player; pl != NULL; pl = pl->next) 478
427 { 479 for_all_players (pl)
428 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
429 {
430
431 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
432 { 482 {
433 op = pl->ob; 483 op = pl->ob;
434 lastdist = rv.distance; 484 lastdist = rv.distance;
435 } 485 }
436 } 486
437 }
438#if 0 487#if 0
439 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
440#endif 489#endif
441 return op; 490 return op;
442} 491}
460 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
461 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
462 * is probably not a good thing. 511 * is probably not a good thing.
463 */ 512 */
464#define MAX_SPACES 50 513#define MAX_SPACES 50
465
466 514
467/* 515/*
468 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
469 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
470 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
489path_to_player (object *mon, object *pl, unsigned mindiff) 537path_to_player (object *mon, object *pl, unsigned mindiff)
490{ 538{
491 rv_vector rv; 539 rv_vector rv;
492 sint16 x, y; 540 sint16 x, y;
493 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 541 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
494 mapstruct *m, *lastmap; 542 maptile *m, *lastmap;
495 543
496 get_rangevector (mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
497 545
498 if (rv.distance < mindiff) 546 if (rv.distance < mindiff)
499 return 0; 547 return 0;
643 (op->type == ARMOUR || op->type == BOOTS || 691 (op->type == ARMOUR || op->type == BOOTS ||
644 op->type == CLOAK || op->type == HELMET || 692 op->type == CLOAK || op->type == HELMET ||
645 op->type == SHIELD || op->type == GLOVES || 693 op->type == SHIELD || op->type == GLOVES ||
646 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
647 { 695 {
648 remove_ob (op); 696 op->destroy ();
649 free_object (op);
650 continue; 697 continue;
651 } 698 }
652 } 699 }
653 700
654 /* This really needs to be better - we should really give 701 /* This really needs to be better - we should really give
665 if (tmp->type == op->type && tmp->name == op->name) 712 if (tmp->type == op->type && tmp->name == op->name)
666 break; 713 break;
667 714
668 if (tmp) 715 if (tmp)
669 { 716 {
670 remove_ob (op); 717 op->destroy ();
671 free_object (op);
672 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
673 continue; 719 continue;
674 } 720 }
721
675 if (op->nrof > 1) 722 if (op->nrof > 1)
676 op->nrof = 1; 723 op->nrof = 1;
677 } 724 }
678 725
679 if (op->type == SPELLBOOK && op->inv) 726 if (op->type == SPELLBOOK && op->inv)
691 CLEAR_FLAG (op, FLAG_CURSED); 738 CLEAR_FLAG (op, FLAG_CURSED);
692 CLEAR_FLAG (op, FLAG_DAMNED); 739 CLEAR_FLAG (op, FLAG_DAMNED);
693 } 740 }
694 if (op->type == SPELL) 741 if (op->type == SPELL)
695 { 742 {
696 remove_ob (op); 743 op->destroy ();
697 free_object (op);
698 continue; 744 continue;
699 } 745 }
700 else if (op->type == SKILL) 746 else if (op->type == SKILL)
701 { 747 {
702 SET_FLAG (op, FLAG_CAN_USE_SKILL); 748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
712 link_player_skills (pl); 758 link_player_skills (pl);
713} 759}
714 760
715void 761void
716get_name (object *op)
717{
718 op->contr->write_buf[0] = '\0';
719 op->contr->state = ST_GET_NAME;
720 send_query (&op->contr->socket, 0, "What is your name?\n:");
721}
722
723void
724get_password (object *op)
725{
726 op->contr->write_buf[0] = '\0';
727 op->contr->state = ST_GET_PASSWORD;
728 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
729}
730
731void
732play_again (object *op)
733{
734 op->contr->state = ST_PLAY_AGAIN;
735 op->chosen_skill = NULL;
736 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
737 /* a bit of a hack, but there are various places early in th
738 * player creation process that a user can quit (eg, roll
739 * stats) that isn't removing the player. Taking a quick
740 * look, there are many places that call play_again without
741 * removing the player - it probably makes more sense
742 * to leave it to play_again to remove the object in all
743 * cases.
744 */
745 if (!QUERY_FLAG (op, FLAG_REMOVED))
746 remove_ob (op);
747 /* Need to set this to null - otherwise, it could point to garbage,
748 * and draw() doesn't check to see if the player is removed, only if
749 * the map is null or not swapped out.
750 */
751 op->map = NULL;
752}
753
754int
755receive_play_again (object *op, char key)
756{
757 if (key == 'q' || key == 'Q')
758 {
759 remove_friendly_object (op);
760 leave (op->contr, 0); /* ericserver will draw the message */
761 return 2;
762 }
763 else if (key == 'a' || key == 'A')
764 {
765 player *pl = op->contr;
766 shstr name = op->name;
767
768 op->contr = 0;
769 op->type = 0;
770 op->free (1);
771 pl = get_player (pl);
772 op = pl->ob;
773 add_friendly_object (op);
774 op->contr->password[0] = '~';
775 op->name = op->name_pl = 0;
776 /* Lets put a space in here */
777 new_draw_info (NDI_UNIQUE, 0, op, "\n");
778 get_name (op);
779 op->name = op->name_pl = name;
780 set_first_map (op);
781 }
782 else
783 /* user pressed something else so just ask again... */
784 play_again (op);
785
786 return 0;
787}
788
789void
790confirm_password (object *op)
791{
792
793 op->contr->write_buf[0] = '\0';
794 op->contr->state = ST_CONFIRM_PASSWORD;
795 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
796}
797
798void
799get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
800{ 763{
801 if (party == NULL) 764 if (party == NULL)
802 { 765 {
803 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
804 return; 767 return;
805 } 768 }
769
806 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
807 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
808 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
809 send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
810} 774}
811
812 775
813/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
814int 777static int
815roll_stat (void) 778roll_stat (void)
816{ 779{
817 int a[4], i, j, k; 780 int a[4], i, j, k;
818 781
819 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
822 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
823 if (a[i] < k) 786 if (a[i] < k)
824 k = a[i], j = i; 787 k = a[i], j = i;
825 788
826 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
827 {
828 if (i != j) 790 if (i != j)
829 k += a[i]; 791 k += a[i];
830 } 792
831 return k; 793 return k;
832} 794}
833 795
834void 796void
835roll_stats (object *op) 797object::roll_stats ()
836{ 798{
837 int sum = 0;
838 int i = 0, j = 0;
839 int statsort[7]; 799 int statsort [7];
840 800
841 do 801 for (;;)
842 {
843 op->stats.Str = roll_stat ();
844 op->stats.Dex = roll_stat ();
845 op->stats.Int = roll_stat ();
846 op->stats.Con = roll_stat ();
847 op->stats.Wis = roll_stat ();
848 op->stats.Pow = roll_stat ();
849 op->stats.Cha = roll_stat ();
850 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
851 } 802 {
852 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
853 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
854 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
855 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
856 statsort[1] = op->stats.Dex;
857 statsort[2] = op->stats.Int;
858 statsort[3] = op->stats.Con;
859 statsort[4] = op->stats.Wis;
860 statsort[5] = op->stats.Pow;
861 statsort[6] = op->stats.Cha;
862 813
863 /* a quick and dirty bubblesort? */
864 do
865 {
866 if (statsort[i] < statsort[i + 1])
867 {
868 j = statsort[i];
869 statsort[i] = statsort[i + 1];
870 statsort[i + 1] = j;
871 i = 0;
872 }
873 else
874 {
875 i++;
876 }
877 }
878 while (i < 6);
879
880 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
881 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
882 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
883 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
884 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
885 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
886 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
887 821
888
889 op->contr->orig_stats.Str = op->stats.Str;
890 op->contr->orig_stats.Dex = op->stats.Dex;
891 op->contr->orig_stats.Int = op->stats.Int;
892 op->contr->orig_stats.Con = op->stats.Con;
893 op->contr->orig_stats.Wis = op->stats.Wis;
894 op->contr->orig_stats.Pow = op->stats.Pow;
895 op->contr->orig_stats.Cha = op->stats.Cha;
896
897 op->level = 1;
898 op->stats.exp = 0; 822 stats.exp = 0;
899 op->stats.ac = 0; 823 stats.ac = 0;
900 824
901 op->contr->levhp[1] = 9;
902 op->contr->levsp[1] = 6;
903 op->contr->levgrace[1] = 3;
904
905 fix_player (op);
906 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
907 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
908 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
909 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
910} 837}
911 838
912void 839void
913Roll_Again (object *op) 840object::swap_stats (int a, int b)
914{ 841{
915 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
916 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
917 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
918}
919 845
920void 846 stats.Str = contr->orig_stats.Str;
921Swap_Stat (object *op, int Swap_Second) 847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
862 stats.hp = stats.maxhp;
863 stats.sp = stats.maxsp;
864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
872 contr->orig_stats = stats;
873 }
874}
875
876static void
877start_info (object *op)
922{ 878{
923 signed char tmp;
924 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
925 880
926 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
929 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
930 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
931 return;
932 }
933
934 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
935
936 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
937
938 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
939
940 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
941 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
942 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
943 op->stats.Dex = op->contr->orig_stats.Dex;
944 op->stats.Con = op->contr->orig_stats.Con;
945 op->stats.Int = op->contr->orig_stats.Int;
946 op->stats.Wis = op->contr->orig_stats.Wis;
947 op->stats.Pow = op->contr->orig_stats.Pow;
948 op->stats.Cha = op->contr->orig_stats.Cha;
949 op->stats.ac = 0;
950
951 op->level = 1;
952 op->stats.exp = 0;
953 op->stats.ac = 0;
954
955 op->contr->levhp[1] = 9;
956 op->contr->levsp[1] = 6;
957 op->contr->levgrace[1] = 3;
958
959 fix_player (op);
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = op->stats.maxgrace;
963 op->contr->orig_stats = op->stats;
964 op->contr->Swap_First = -1;
965}
966
967
968/* This code has been greatly reduced, because with set_attr_value
969 * and get_attr_value, the stats can be accessed just numeric
970 * ids. stat_trans is a table that translate the number entered
971 * into the actual stat. It is needed because the order the stats
972 * are displayed in the stat window is not the same as how
973 * the number's access that stat. The table does that translation.
974 */
975int
976key_roll_stat (object *op, char key)
977{
978 int keynum = key - '0';
979 char buf[MAX_BUF];
980 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
981
982 if (keynum > 0 && keynum <= 7)
983 {
984 if (op->contr->Swap_First == -1)
985 {
986 op->contr->Swap_First = stat_trans[keynum];
987 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
988 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
989 }
990 else
991 Swap_Stat (op, stat_trans[keynum]);
992
993 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
994 return 1;
995 }
996 switch (key)
997 {
998 case 'n':
999 case 'N':
1000 {
1001 SET_FLAG (op, FLAG_WIZ);
1002 if (op->map == NULL)
1003 {
1004 LOG (llevError, "Map == NULL in state 2\n");
1005 break;
1006 }
1007
1008#if 0
1009 /* So that enter_exit will put us at startx/starty */
1010 op->x = -1;
1011
1012 enter_exit (op, NULL);
1013#endif
1014 SET_ANIMATION (op, 2); /* So player faces south */
1015 /* Enter exit adds a player otherwise */
1016 add_statbonus (op);
1017 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR,
1018 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1019 op->contr->state = ST_CHANGE_CLASS;
1020 if (op->msg)
1021 new_draw_info (NDI_BLUE, 0, op, op->msg);
1022 return 0;
1023 }
1024 case 'y':
1025 case 'Y':
1026 roll_stats (op);
1027 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "");
1028 return 1;
1029
1030 case 'q':
1031 case 'Q':
1032 play_again (op);
1033 return 1;
1034
1035 default:
1036 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1037 return 0;
1038 }
1039 return 0;
1040} 885}
1041 886
1042/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1043 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1044 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1045 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1046 * not the class. 891 * not the class.
1047 */ 892 */
1048
1049int 893int
1050key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1051{ 895{
1052 int tmp_loop; 896 int tmp_loop;
1053 897
1054 if (key == 'q' || key == 'Q')
1055 {
1056 remove_ob (op);
1057 play_again (op);
1058 return 0;
1059 }
1060 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1061 { 899 {
1062 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1063 901
1064 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1065 esrv_new_player (op->contr, op->weight + op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
904
1066 create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); 905 treasurelist *tl = find_treasurelist ("starting_wealth");
906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
1067 908
1068 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1069 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1070 911
1071 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1072 913
1073 if (op->msg) 914 if (op->msg)
1074 op->msg = NULL; 915 op->msg = NULL;
1075 916
1076 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
1085 start_info (op); 926 start_info (op);
1086 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1087 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1088 link_player_skills (op); 929 link_player_skills (op);
1089 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1090 fix_player (op); 931 op->update_stats ();
1091 932
1092 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1093 * is one for this race 934 * is one for this race
1094 */ 935 */
1095 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1096 { 937 {
1097 object *tmp; 938 object *tmp;
1098 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1099 940
1100 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1101 tmp = get_object (); 942 tmp = object::create ();
1102 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1103 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1104 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1105 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1106 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1107 * default initial map */ 948 * default initial map */
1108 free_object (tmp); 949 tmp->destroy ();
1109 } 950 }
1110 else 951 else
1111 {
1112 LOG (llevDebug, "first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1113 } 953
1114 return 0; 954 return 0;
1115 } 955 }
1116 956
1117 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1118 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1122 while (!tmp_loop) 962 while (!tmp_loop)
1123 { 963 {
1124 shstr name = op->name; 964 shstr name = op->name;
1125 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1126 966
1127 remove_statbonus (op); 967 op->remove_statbonus ();
1128 remove_ob (op); 968 op->remove ();
1129 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1130 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1131 op->instantiate (); 971 op->instantiate ();
1132 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1133 op->name = op->name_pl = name; 973 op->name = op->name_pl = name;
1134 op->x = x; 974 op->x = x;
1135 op->y = y; 975 op->y = y;
1136 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1137 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1138 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1139 add_statbonus (op); 979 op->add_statbonus ();
1140 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1141 } 981 }
1142 982
1143 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1144 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1145 fix_player (op); 985 op->update_stats ();
1146 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1147 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1148 op->stats.grace = 0; 988 op->stats.grace = 0;
1149 989
1150 if (op->msg) 990 if (op->msg)
1151 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1152 992
1153 send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1154 return 0; 994 return 0;
1155} 995}
1156 996
1157int 997int
1158key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1159{ 999{
1160 char buf[MAX_BUF];
1161
1162 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1163 { 1001 {
1164 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1165 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1166 return 1; 1004 return 1;
1167 } 1005 }
1168 1006
1169 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1170 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1171 1009
1010 op->contr->enable_save = false;
1011
1172 terminate_all_pets (op); 1012 terminate_all_pets (op);
1173 leave_map (op); 1013 op->remove ();
1174 op->direction = 0; 1014 op->direction = 0;
1175 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1176 1016
1177 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1178 check_score (op); 1018 check_score (op);
1179 op->contr->party = NULL; 1019 op->contr->party = 0;
1180 if (settings.set_title == TRUE)
1181 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1182 1022
1183 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1184 {
1185 mapstruct *mp, *next;
1186
1187 /* We need to hunt for any per player unique maps in memory and
1188 * get rid of them. The trailing slash in the path is intentional,
1189 * so that players named 'Ab' won't match against players 'Abe' pathname
1190 */
1191 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1192 for (mp = first_map; mp != NULL; mp = next)
1193 {
1194 next = mp->next;
1195 if (!strncmp (mp->path, buf, strlen (buf)))
1196 delete_map (mp);
1197 }
1198
1199 delete_character (op->name, 1);
1200 }
1201
1202 play_again (op);
1203 return 1; 1023 return 1;
1204} 1024}
1205 1025
1206void 1026void
1207flee_player (object *op) 1027flee_player (object *op)
1238 { 1058 {
1239 op->enemy = NULL; 1059 op->enemy = NULL;
1240 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1241 return; 1061 return;
1242 } 1062 }
1063
1243 get_rangevector (op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1244 1065
1245 dir = absdir (4 + rv.direction); 1066 dir = absdir (4 + rv.direction);
1246 for (diff = 0; diff < 3; diff++) 1067 for (diff = 0; diff < 3; diff++)
1247 { 1068 {
1248 int m = 1 - (RANDOM () & 2); 1069 int m = 1 - (RANDOM () & 2);
1249 1070
1250 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1251 {
1252 return; 1072 return;
1253 }
1254 } 1073 }
1074
1255 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1256 CLEAR_FLAG (op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1257 op->enemy = NULL; 1077 op->enemy = NULL;
1258} 1078}
1259 1079
1345 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1346 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 else 1167 else
1348 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1349 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352 sprintf (putstring, "...flags: ");
1353 for (k = 0; k < 4; k++)
1354 {
1355 for (j = 0; j < 32; j++)
1356 {
1357 if ((tmp->flags[k] >> j) & 0x01)
1358 {
1359 sprintf (tmpstr, "%d ", k * 32 + j);
1360 strcat (putstring, tmpstr);
1361 }
1362 }
1363 }
1364 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1365
1366#if 0
1367 /* print the flags too */
1368 for (k = 0; k < 4; k++)
1369 {
1370 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1371 for (j = 0; j < 32; j++)
1372 {
1373 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1374 if (!((j + 1) % 4))
1375 fprintf (stderr, " ");
1376 }
1377 fprintf (stderr, " [%d]\n", k * 32);
1378 }
1379#endif
1380 } 1172 }
1173
1381 /* philosophy: 1174 /* philosophy:
1382 * It's easy to grab an item type from a pile, as long as it's 1175 * It's easy to grab an item type from a pile, as long as it's
1383 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1384 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1385 * grab-as-you-run type mode that's really useful for arrows for 1178 * grab-as-you-run type mode that's really useful for arrows for
1386 * example. 1179 * example.
1387 * The drawback: right now it has no frontend, so you need to 1180 * The drawback: right now it has no frontend, so you need to
1388 * stick the bits you want into a calculator in hex mode and then 1181 * stick the bits you want into a calculator in hex mode and then
1389 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1423 /* question: don't pick up known-poisonous stuff? */ 1216 /* question: don't pick up known-poisonous stuff? */
1424 if (op->contr->mode & PU_FOOD) 1217 if (op->contr->mode & PU_FOOD)
1425 if (tmp->type == FOOD) 1218 if (tmp->type == FOOD)
1426 { 1219 {
1427 pick_up (op, tmp); 1220 pick_up (op, tmp);
1428 if (0)
1429 fprintf (stderr, "FOOD\n");
1430 continue; 1221 continue;
1431 } 1222 }
1223
1432 if (op->contr->mode & PU_DRINK) 1224 if (op->contr->mode & PU_DRINK)
1433 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1225 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1434 { 1226 {
1435 pick_up (op, tmp); 1227 pick_up (op, tmp);
1436 if (0)
1437 fprintf (stderr, "DRINK\n");
1438 continue; 1228 continue;
1439 } 1229 }
1440 1230
1441 if (op->contr->mode & PU_POTION) 1231 if (op->contr->mode & PU_POTION)
1442 if (tmp->type == POTION) 1232 if (tmp->type == POTION)
1443 { 1233 {
1444 pick_up (op, tmp); 1234 pick_up (op, tmp);
1445 if (0)
1446 fprintf (stderr, "POTION\n");
1447 continue; 1235 continue;
1448 } 1236 }
1449 1237
1450 /* spellbooks, skillscrolls and normal books/scrolls */ 1238 /* spellbooks, skillscrolls and normal books/scrolls */
1451 if (op->contr->mode & PU_SPELLBOOK) 1239 if (op->contr->mode & PU_SPELLBOOK)
1452 if (tmp->type == SPELLBOOK) 1240 if (tmp->type == SPELLBOOK)
1453 { 1241 {
1454 pick_up (op, tmp); 1242 pick_up (op, tmp);
1455 if (0)
1456 fprintf (stderr, "SPELLBOOK\n");
1457 continue; 1243 continue;
1458 } 1244 }
1245
1459 if (op->contr->mode & PU_SKILLSCROLL) 1246 if (op->contr->mode & PU_SKILLSCROLL)
1460 if (tmp->type == SKILLSCROLL) 1247 if (tmp->type == SKILLSCROLL)
1461 { 1248 {
1462 pick_up (op, tmp); 1249 pick_up (op, tmp);
1463 if (0)
1464 fprintf (stderr, "SKILLSCROLL\n");
1465 continue; 1250 continue;
1466 } 1251 }
1252
1467 if (op->contr->mode & PU_READABLES) 1253 if (op->contr->mode & PU_READABLES)
1468 if (tmp->type == BOOK || tmp->type == SCROLL) 1254 if (tmp->type == BOOK || tmp->type == SCROLL)
1469 { 1255 {
1470 pick_up (op, tmp); 1256 pick_up (op, tmp);
1471 if (0)
1472 fprintf (stderr, "READABLES\n");
1473 continue; 1257 continue;
1474 } 1258 }
1475 1259
1476 /* wands/staves/rods/horns */ 1260 /* wands/staves/rods/horns */
1477 if (op->contr->mode & PU_MAGIC_DEVICE) 1261 if (op->contr->mode & PU_MAGIC_DEVICE)
1478 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1262 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1479 { 1263 {
1480 pick_up (op, tmp); 1264 pick_up (op, tmp);
1481 if (0)
1482 fprintf (stderr, "MAGIC_DEVICE\n");
1483 continue; 1265 continue;
1484 } 1266 }
1485 1267
1486 /* pick up all magical items */ 1268 /* pick up all magical items */
1487 if (op->contr->mode & PU_MAGICAL) 1269 if (op->contr->mode & PU_MAGICAL)
1488 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1270 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1489 { 1271 {
1490 pick_up (op, tmp); 1272 pick_up (op, tmp);
1491 if (0)
1492 fprintf (stderr, "MAGICAL\n");
1493 continue; 1273 continue;
1494 } 1274 }
1495 1275
1496 if (op->contr->mode & PU_VALUABLES) 1276 if (op->contr->mode & PU_VALUABLES)
1497 { 1277 {
1498 if (tmp->type == MONEY || tmp->type == GEM) 1278 if (tmp->type == MONEY || tmp->type == GEM)
1499 { 1279 {
1500 pick_up (op, tmp); 1280 pick_up (op, tmp);
1501 if (0)
1502 fprintf (stderr, "MONEY/GEM\n");
1503 continue; 1281 continue;
1504 } 1282 }
1505 } 1283 }
1506 1284
1507 /* rings & amulets - talismans seems to be typed AMULET */ 1285 /* rings & amulets - talismans seems to be typed AMULET */
1508 if (op->contr->mode & PU_JEWELS) 1286 if (op->contr->mode & PU_JEWELS)
1509 if (tmp->type == RING || tmp->type == AMULET) 1287 if (tmp->type == RING || tmp->type == AMULET)
1510 { 1288 {
1511 pick_up (op, tmp); 1289 pick_up (op, tmp);
1290 continue;
1512 if (0) 1291 }
1513 fprintf (stderr, "JEWELS\n"); 1292
1293 /* we don't forget dragon food */
1294 if (op->contr->mode & PU_FLESH)
1295 if (tmp->type == FLESH)
1296 {
1297 pick_up (op, tmp);
1514 continue; 1298 continue;
1515 } 1299 }
1516 1300
1517 /* bows and arrows. Bows are good for selling! */ 1301 /* bows and arrows. Bows are good for selling! */
1518 if (op->contr->mode & PU_BOW) 1302 if (op->contr->mode & PU_BOW)
1519 if (tmp->type == BOW) 1303 if (tmp->type == BOW)
1520 { 1304 {
1521 pick_up (op, tmp); 1305 pick_up (op, tmp);
1522 if (0)
1523 fprintf (stderr, "BOW\n");
1524 continue; 1306 continue;
1525 } 1307 }
1308
1526 if (op->contr->mode & PU_ARROW) 1309 if (op->contr->mode & PU_ARROW)
1527 if (tmp->type == ARROW) 1310 if (tmp->type == ARROW)
1528 { 1311 {
1529 pick_up (op, tmp); 1312 pick_up (op, tmp);
1530 if (0)
1531 fprintf (stderr, "ARROW\n");
1532 continue; 1313 continue;
1533 } 1314 }
1534 1315
1535 /* all kinds of armor etc. */ 1316 /* all kinds of armor etc. */
1536 if (op->contr->mode & PU_ARMOUR) 1317 if (op->contr->mode & PU_ARMOUR)
1537 if (tmp->type == ARMOUR) 1318 if (tmp->type == ARMOUR)
1538 { 1319 {
1539 pick_up (op, tmp); 1320 pick_up (op, tmp);
1540 if (0)
1541 fprintf (stderr, "ARMOUR\n");
1542 continue; 1321 continue;
1543 } 1322 }
1323
1544 if (op->contr->mode & PU_HELMET) 1324 if (op->contr->mode & PU_HELMET)
1545 if (tmp->type == HELMET) 1325 if (tmp->type == HELMET)
1546 { 1326 {
1547 pick_up (op, tmp); 1327 pick_up (op, tmp);
1548 if (0)
1549 fprintf (stderr, "HELMET\n");
1550 continue; 1328 continue;
1551 } 1329 }
1330
1552 if (op->contr->mode & PU_SHIELD) 1331 if (op->contr->mode & PU_SHIELD)
1553 if (tmp->type == SHIELD) 1332 if (tmp->type == SHIELD)
1554 { 1333 {
1555 pick_up (op, tmp); 1334 pick_up (op, tmp);
1556 if (0)
1557 fprintf (stderr, "SHIELD\n");
1558 continue; 1335 continue;
1559 } 1336 }
1337
1560 if (op->contr->mode & PU_BOOTS) 1338 if (op->contr->mode & PU_BOOTS)
1561 if (tmp->type == BOOTS) 1339 if (tmp->type == BOOTS)
1562 { 1340 {
1563 pick_up (op, tmp); 1341 pick_up (op, tmp);
1564 if (0)
1565 fprintf (stderr, "BOOTS\n");
1566 continue; 1342 continue;
1567 } 1343 }
1344
1568 if (op->contr->mode & PU_GLOVES) 1345 if (op->contr->mode & PU_GLOVES)
1569 if (tmp->type == GLOVES) 1346 if (tmp->type == GLOVES)
1570 { 1347 {
1571 pick_up (op, tmp); 1348 pick_up (op, tmp);
1572 if (0)
1573 fprintf (stderr, "GLOVES\n");
1574 continue; 1349 continue;
1575 } 1350 }
1351
1576 if (op->contr->mode & PU_CLOAK) 1352 if (op->contr->mode & PU_CLOAK)
1577 if (tmp->type == CLOAK) 1353 if (tmp->type == CLOAK)
1578 { 1354 {
1579 pick_up (op, tmp); 1355 pick_up (op, tmp);
1580 if (0)
1581 fprintf (stderr, "GLOVES\n");
1582 continue; 1356 continue;
1583 } 1357 }
1584 1358
1585 /* hoping to catch throwing daggers here */ 1359 /* hoping to catch throwing daggers here */
1586 if (op->contr->mode & PU_MISSILEWEAPON) 1360 if (op->contr->mode & PU_MISSILEWEAPON)
1587 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1361 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1588 { 1362 {
1589 pick_up (op, tmp); 1363 pick_up (op, tmp);
1590 if (0)
1591 fprintf (stderr, "MISSILEWEAPON\n");
1592 continue; 1364 continue;
1593 } 1365 }
1594 1366
1595 /* careful: chairs and tables are weapons! */ 1367 /* careful: chairs and tables are weapons! */
1596 if (op->contr->mode & PU_ALLWEAPON) 1368 if (op->contr->mode & PU_ALLWEAPON)
1599 { 1371 {
1600 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1372 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1601 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1602 { 1374 {
1603 pick_up (op, tmp); 1375 pick_up (op, tmp);
1604 if (0)
1605 fprintf (stderr, "WEAPON\n");
1606 continue; 1376 continue;
1607 } 1377 }
1608 } 1378 }
1379
1609 if (tmp->type == WEAPON && tmp->name == NULL) 1380 if (tmp->type == WEAPON && tmp->name == NULL)
1610 { 1381 {
1611 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1382 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1612 { 1383 {
1613 pick_up (op, tmp); 1384 pick_up (op, tmp);
1614 if (0)
1615 fprintf (stderr, "WEAPON\n");
1616 continue; 1385 continue;
1617 } 1386 }
1618 } 1387 }
1619 } 1388 }
1620 1389
1621 /* misc stuff that's useful */ 1390 /* misc stuff that's useful */
1622 if (op->contr->mode & PU_KEY) 1391 if (op->contr->mode & PU_KEY)
1623 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1392 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1624 { 1393 {
1625 pick_up (op, tmp); 1394 pick_up (op, tmp);
1626 if (0)
1627 fprintf (stderr, "KEY\n");
1628 continue; 1395 continue;
1629 } 1396 }
1630 1397
1631 /* any of the last 4 bits set means we use the ratio for value 1398 /* any of the last 4 bits set means we use the ratio for value
1632 * pickups */ 1399 * pickups */
1654 continue; 1421 continue;
1655 } 1422 }
1656 } 1423 }
1657 } /* the new pickup model */ 1424 } /* the new pickup model */
1658 } 1425 }
1426
1659 return !stop; 1427 return !stop;
1660} 1428}
1661 1429
1662/* 1430/*
1663 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1762 1530
1763object * 1531object *
1764pick_arrow_target (object *op, const char *type, int dir) 1532pick_arrow_target (object *op, const char *type, int dir)
1765{ 1533{
1766 object *tmp = NULL; 1534 object *tmp = NULL;
1767 mapstruct *m; 1535 maptile *m;
1768 int i, mflags, found, number; 1536 int i, mflags, found, number;
1769 sint16 x, y; 1537 sint16 x, y;
1770 1538
1771 if (op->map == NULL) 1539 if (op->map == NULL)
1772 return find_arrow (op, type); 1540 return find_arrow (op, type);
1833int 1601int
1834fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1835{ 1603{
1836 object *left, *bow; 1604 object *left, *bow;
1837 int bowspeed, mflags; 1605 int bowspeed, mflags;
1838 mapstruct *m; 1606 maptile *m;
1839 1607
1840 if (!dir) 1608 if (!dir)
1841 { 1609 {
1842 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1843 return 0; 1611 return 0;
1844 } 1612 }
1613
1845 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1846 bow = op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1847 else 1616 else
1848 { 1617 {
1849 for (bow = op->inv; bow; bow = bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1857 { 1626 {
1858 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1859 return 0; 1628 return 0;
1860 } 1629 }
1861 } 1630 }
1631
1862 if (!bow->race || !bow->skill) 1632 if (!bow->race || !bow->skill)
1863 { 1633 {
1864 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1865 return 0; 1635 return 0;
1866 } 1636 }
1868 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1869 1639
1870 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1871 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1872 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1873 if (bowspeed < 1) 1644 if (bowspeed < 1)
1874 bowspeed = 1; 1645 bowspeed = 1;
1875 1646
1876 if (arrow == NULL) 1647 if (arrow == NULL)
1877 { 1648 {
1883 else 1654 else
1884 CLEAR_FLAG (op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1885 return 0; 1656 return 0;
1886 } 1657 }
1887 } 1658 }
1659
1888 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1889 if (mflags & P_OUT_OF_MAP) 1661 if (mflags & P_OUT_OF_MAP)
1890 {
1891 return 0; 1662 return 0;
1892 } 1663
1893 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1894 { 1665 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1896 return 0; 1667 return 0;
1897 } 1668 }
1898 1669
1899 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1900 if (arrow->nrof == 0) 1671 if (arrow->nrof == 0)
1901 { 1672 {
1902 remove_ob (arrow); 1673 arrow->destroy ();
1903 free_object (arrow);
1904 return 0; 1674 return 0;
1905 } 1675 }
1906 1676
1907 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1908 arrow = get_split_ob (arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1909 if (arrow == NULL) 1679 if (!arrow)
1910 { 1680 {
1911 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1912 return 0; 1682 return 0;
1913 } 1683 }
1914 set_owner (arrow, op); 1684
1685 arrow->set_owner (op);
1915 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1916
1917 arrow->direction = dir; 1687 arrow->direction = dir;
1918 arrow->x = sx;
1919 arrow->y = sy;
1920 1688
1921 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1922 { 1690 {
1923 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1924 fix_player (op); 1692 op->update_stats ();
1925 } 1693 }
1926 1694
1927 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1928 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1929 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1930 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1931 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1932 arrow->spellarg = strdup_local (arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1933 1701
1934 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1935 * added to the damage. I think the strength bonus is more proper. 1703 * added to the damage. I think the strength bonus is more proper.
1936 */ 1704 */
1937 1705
1939 1707
1940 /* update the speed */ 1708 /* update the speed */
1941 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1942 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1943 1711
1944 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1945 arrow->speed = 1.0;
1946 update_ob_speed (arrow);
1947 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1948 1714
1949 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1950 { 1716 {
1951 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1961 } 1727 }
1962 1728
1963 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1964 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1965 1731
1966 if (bow->slaying != NULL) 1732 if (bow->slaying)
1967 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1968 1734
1969 arrow->map = m;
1970 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1971 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1972 1737
1973 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1974 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1975 1740
1976 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1977 move_arrow (arrow); 1742 move_arrow (arrow);
1978 1743
1979 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
2005 } 1770 }
2006 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
2007 { 1772 {
2008 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
2009 wcmod = -1; 1774 wcmod = -1;
1775
2010 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
2011 } 1777 }
2012 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
2013 { 1779 {
2014 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2084 1850
2085 if (item->arch) 1851 if (item->arch)
2086 { 1852 {
2087 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2088 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2089 item->speed = 0; 1855 item->set_speed (0);
2090 update_ob_speed (item);
2091 } 1856 }
1857
2092 if ((tmp = is_player_inv (item))) 1858 if ((tmp = item->in_player ()))
2093 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2094 } 1860 }
2095 } 1861 }
2096 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2097 {
2098 drain_rod_charge (item); 1863 drain_rod_charge (item);
2099 }
2100 } 1864 }
2101} 1865}
2102 1866
2103/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2104 */ 1868 */
2127 case range_misc: 1891 case range_misc:
2128 fire_misc_object (op, dir); 1892 fire_misc_object (op, dir);
2129 return; 1893 return;
2130 1894
2131 case range_golem: /* Control summoned monsters from scrolls */ 1895 case range_golem: /* Control summoned monsters from scrolls */
2132 if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) 1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2133 { 1897 {
2134 op->contr->ranges[range_golem] = NULL; 1898 op->contr->ranges[range_golem] = 0;
2135 op->contr->shoottype = range_none; 1899 op->contr->shoottype = range_none;
2136 op->contr->golem_count = 0;
2137 } 1900 }
2138 else 1901 else
2139 control_golem (op->contr->ranges[range_golem], dir); 1902 control_golem (op->contr->ranges[range_golem], dir);
2140 return; 1903 return;
2141 1904
2248 * 0 otherwise 2011 * 0 otherwise
2249 */ 2012 */
2250static int 2013static int
2251player_attack_door (object *op, object *door) 2014player_attack_door (object *op, object *door)
2252{ 2015{
2253
2254 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
2255 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
2256 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
2257 */ 2019 */
2258 object *key = find_key (op, op, door); 2020 object *key = find_key (op, op, door);
2296 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2297 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2298 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2299 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2300 */ 2062 */
2301
2302void 2063void
2303move_player_attack (object *op, int dir) 2064move_player_attack (object *op, int dir)
2304{ 2065{
2305 object *tmp, *mon; 2066 object *tmp, *mon;
2306 sint16 nx, ny; 2067 sint16 nx, ny;
2307 int on_battleground; 2068 int on_battleground;
2308 mapstruct *m; 2069 maptile *m;
2309 2070
2310 nx = freearr_x[dir] + op->x; 2071 nx = freearr_x[dir] + op->x;
2311 ny = freearr_y[dir] + op->y; 2072 ny = freearr_y[dir] + op->y;
2312 2073
2313 on_battleground = op_on_battleground (op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2314 2075
2315 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2316 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2317 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2318 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2330 return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2331 } 2092 }
2332 else 2093 else
2333 m = op->map; 2094 m = op->map;
2334 2095
2335 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2336 { 2097 {
2337 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2338 return; 2099 return;
2339 } 2100 }
2340 2101
2341 mon = NULL; 2102 mon = 0;
2342 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2343 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2344 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2345 * on the space 2106 * on the space
2346 */ 2107 */
2347 while (tmp != NULL) 2108 while (tmp)
2348 { 2109 {
2349 if (tmp == op) 2110 if (tmp == op)
2350 { 2111 {
2351 tmp = tmp->above; 2112 tmp = tmp->above;
2352 continue; 2113 continue;
2353 } 2114 }
2115
2354 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2355 { 2117 {
2356 mon = tmp; 2118 mon = tmp;
2357 break; 2119 break;
2358 } 2120 }
2121
2359 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) 2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2360 mon = tmp; 2123 mon = tmp;
2124
2361 tmp = tmp->above; 2125 tmp = tmp->above;
2362 } 2126 }
2363 2127
2364 if (mon == NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2365 return; /* into a wall */ 2129 return; /* into a wall */
2366 2130
2367 if (mon->head != NULL) 2131 if (mon->head)
2368 mon = mon->head; 2132 mon = mon->head;
2369 2133
2370 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2371 if (player_attack_door (op, mon)) 2135 if (player_attack_door (op, mon))
2372 return; 2136 return;
2384 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2385 */ 2149 */
2386 if ((op->type == PLAYER) 2150 if ((op->type == PLAYER)
2387#if COZY_SERVER 2151#if COZY_SERVER
2388 && 2152 &&
2389 ((get_owner (mon) && get_owner (mon)->contr 2153 ((mon->owner && mon->owner->contr
2390 && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) 2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2391#else 2155#else
2392 && get_owner (mon) == op 2156 && mon->owner == op
2393#endif 2157#endif
2394 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2395 { 2159 {
2396 /* If we're braced, we don't want to switch places with it */ 2160 /* If we're braced, we don't want to switch places with it */
2397 if (op->contr->braced) 2161 if (op->contr->braced)
2409 * attack them either. 2173 * attack them either.
2410 */ 2174 */
2411 if ((mon->type == PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2412 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2413#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2414 (op->contr->peaceful 2178 (op->contr->peaceful
2415 || (mon->type == PLAYER 2179 || (mon->type == PLAYER
2416 && mon->contr-> 2180 && mon->contr->
2417 peaceful)) && 2181 peaceful)) &&
2418#else 2182#else
2419 op->contr->peaceful && 2183 op->contr->peaceful &&
2420#endif 2184#endif
2421 !on_battleground)) 2185 !on_battleground))
2422 { 2186 {
2423 if (!op->contr->braced) 2187 if (!op->contr->braced)
2424 { 2188 {
2425 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2426 (void) push_ob (mon, dir, op); 2190 (void) push_ob (mon, dir, op);
2427 } 2191 }
2428 else 2192 else
2429 {
2430 new_draw_info (0, 0, op, "You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2431 } 2194
2432 if (op->contr->tmp_invis || op->hide) 2195 if (op->contr->tmp_invis || op->hide)
2433 make_visible (op); 2196 make_visible (op);
2434 } 2197 }
2435 2198
2436 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2464 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2465 2228
2466 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2467 } 2230 }
2468 2231
2469 skill_attack (mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2470 2233
2471 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2472 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2473 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2474 * the wiz. 2237 * the wiz.
2476 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2477 { 2240 {
2478 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2479 2242
2480 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2481 skill_attack (op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2482 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2483 } 2246 }
2247
2484 if (action_makes_visible (op)) 2248 if (action_makes_visible (op))
2485 make_visible (op); 2249 make_visible (op);
2486 } 2250 }
2487 } /* if player should attack something */ 2251 } /* if player should attack something */
2488} 2252}
2523 2287
2524 /* Add special check for newcs players and fire on - this way, the 2288 /* Add special check for newcs players and fire on - this way, the
2525 * server can handle repeat firing. 2289 * server can handle repeat firing.
2526 */ 2290 */
2527 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2528 {
2529 op->direction = dir; 2292 op->direction = dir;
2530 }
2531 else 2293 else
2532 {
2533 op->direction = 0; 2294 op->direction = 0;
2534 } 2295
2535 /* Update how the player looks. Use the facing, so direction may 2296 /* Update how the player looks. Use the facing, so direction may
2536 * get reset to zero. This allows for full animation capabilities 2297 * get reset to zero. This allows for full animation capabilities
2537 * for players. 2298 * for players.
2538 */ 2299 */
2539 animate_object (op, op->facing); 2300 animate_object (op, op->facing);
2584 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2585 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2586 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2587 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2588 */ 2349 */
2589 if (op->contr->ranges[range_golem] &&
2590 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2591 {
2592 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2593 op->contr->golem_count = 0;
2594 }
2595 2352
2596 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2597 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2598 * called, so we recheck it here. 2355 * called, so we recheck it here.
2599 */ 2356 */
2600 HandleClient (&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2601 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2602 return 0; 2360 return 0;
2603 2361
2604 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 { 2363 {
2614 if (op->speed_left > 0) 2372 if (op->speed_left > 0)
2615 return 1; 2373 return 1;
2616 else 2374 else
2617 return 0; 2375 return 0;
2618 } 2376 }
2377
2619 return 0; 2378 return 0;
2620} 2379}
2621 2380
2622int 2381int
2623save_life (object *op) 2382save_life (object *op)
2624{ 2383{
2625 object *tmp;
2626
2627 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2628 return 0; 2385 return 0;
2629 2386
2630 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2387 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2631 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2632 { 2389 {
2633 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2390 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2392
2635 if (op->contr) 2393 if (op->contr)
2636 esrv_del_item (op->contr, tmp->count); 2394 esrv_del_item (op->contr, tmp->count);
2637 remove_ob (tmp); 2395
2638 free_object (tmp); 2396 tmp->destroy ();
2639 CLEAR_FLAG (op, FLAG_LIFESAVE); 2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398
2640 if (op->stats.hp < 0) 2399 if (op->stats.hp < 0)
2641 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2401
2642 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2643 op->stats.food = 999; 2403 op->stats.food = 999;
2644 fix_player (op); 2404
2405 op->update_stats ();
2645 return 1; 2406 return 1;
2646 } 2407 }
2408
2647 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2648 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2649 enter_player_savebed (op); /* bring him home. */ 2411 enter_player_savebed (op); /* bring him home. */
2650 return 0; 2412 return 0;
2651} 2413}
2660{ 2422{
2661 object *next; 2423 object *next;
2662 2424
2663 while (op) 2425 while (op)
2664 { 2426 {
2665 next = op->below; /* Make sure we have a good value, in case 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2666 * we remove object 'op' 2428
2667 */
2668 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2669 { 2430 {
2670 remove_ob (op);
2671 op->x = env->x;
2672 op->y = env->y;
2673 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2674 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2675 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2676 } 2435 }
2677 else if (op->inv) 2436 else if (op->inv)
2678 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2438
2679 op = next; 2439 op = next;
2680 } 2440 }
2681} 2441}
2682
2683 2442
2684/* 2443/*
2685 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2686 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2687 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2698 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2699 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2700 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2701 else 2460 else
2702 sprintf (buf, "%s\n", &op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2703 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2704 strcat (buf2, buf); 2464 strcat (buf2, buf);
2705 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2706 sprintf (buf, "who was in level %d when killed\n", op->level); 2466 sprintf (buf, "who was in level %d when killed\n", op->level);
2707 else 2467 else
2708 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2468 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2469
2709 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2710 strcat (buf2, buf); 2471 strcat (buf2, buf);
2711 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2712 { 2473 {
2713 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2714 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2715 strcat (buf2, buf); 2476 strcat (buf2, buf);
2716 } 2477 }
2478
2717 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2718 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2719 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2720 return buf2; 2483 return buf2;
2721} 2484}
2722
2723
2724 2485
2725void 2486void
2726do_some_living (object *op) 2487do_some_living (object *op)
2727{ 2488{
2728 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2737 const int max_grace = 1; 2498 const int max_grace = 1;
2738 2499
2739 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2740 { 2501 {
2741 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2742 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2743 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2744 } 2505 }
2745 2506
2746 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2747 { 2508 {
2748
2749 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2750 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2751 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2752 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2753 else 2513 else
2754 { 2514 {
2755 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2756 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2757 } 2517 }
2518
2758 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2759 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2760 else 2521 else
2761 { 2522 {
2762 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2763 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2764 } 2525 }
2526
2765 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2766 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2767 else 2529 else
2768 { 2530 {
2769 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2785 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2786 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2787 op->stats.food = last_food; 2549 op->stats.food = last_food;
2788 } 2550 }
2789 } 2551 }
2552
2790 if (max_sp > 1) 2553 if (max_sp > 1)
2791 { 2554 {
2792 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2793 if (over_sp > 0) 2556 if (over_sp > 0)
2794 { 2557 {
2795 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2796 { 2559 {
2797 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2798 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2799 op->stats.sp--; 2563 op->stats.sp--;
2564
2800 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2801 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2802 } 2567 }
2803 op->last_sp = 0; 2568 op->last_sp = 0;
2804 } 2569 }
2805 else 2570 else
2806 {
2807 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2808 }
2809 } 2572 }
2810 else 2573 else
2811 {
2812 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2813 }
2814 } 2575 }
2815 2576
2816 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2817 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2818 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2819 { 2580 {
2820 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2821 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2822 if (max_grace > 1) 2584 if (max_grace > 1)
2823 { 2585 {
2824 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2825 if (over_grace > 0) 2587 if (over_grace > 0)
2826 { 2588 {
2854 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2855 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2856 op->stats.food = last_food; 2618 op->stats.food = last_food;
2857 } 2619 }
2858 } 2620 }
2621
2859 if (max_hp > 1) 2622 if (max_hp > 1)
2860 { 2623 {
2861 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2862 if (over_hp > 0) 2625 if (over_hp > 0)
2863 { 2626 {
2887 2650
2888 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2889 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2890 else 2653 else
2891 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2892 /* dms do not consume food */ 2656 /* dms do not consume food */
2893 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2894 op->stats.food--; 2658 op->stats.food--;
2895 } 2659 }
2896 }
2897 2660
2898 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2899 { 2662 {
2900 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2901 2664
2902 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2903 { 2666 {
2904 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2905 {
2906 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2907 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2908 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2671 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2909 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2910 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2911 break; 2674 break;
2912 } 2675 }
2913 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2914 flesh = tmp; 2677 flesh = tmp;
2915 } /* End if paid for object */ 2678 } /* End if paid for object */
2916 } /* end of for loop */ 2679 } /* end of for loop */
2680
2917 /* If player is still starving, it means they don't have any food, so 2681 /* If player is still starving, it means they don't have any food, so
2918 * eat flesh instead. 2682 * eat flesh instead.
2919 */ 2683 */
2920 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2921 { 2685 {
2922 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2923 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2924 } 2688 }
2925 } /* end if player is starving */ 2689 }
2926 2690
2927 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2928 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2929 2693
2930 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2931 kill_player (op); 2695 kill_player (op);
2696 }
2932} 2697}
2933
2934
2935 2698
2936/* If the player should die (lack of hp, food, etc), we call this. 2699/* If the player should die (lack of hp, food, etc), we call this.
2937 * op is the player in jeopardy. If the player can not be saved (not 2700 * op is the player in jeopardy. If the player can not be saved (not
2938 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2939 * file. 2702 * file.
2943{ 2706{
2944 char buf[MAX_BUF]; 2707 char buf[MAX_BUF];
2945 int x, y; 2708 int x, y;
2946 2709
2947 //int i; 2710 //int i;
2948 mapstruct *map; /* this is for resurrection */ 2711 maptile *map; /* this is for resurrection */
2949 2712
2950 /* int z; 2713 /* int z;
2951 int num_stats_lose; 2714 int num_stats_lose;
2952 int lost_a_stat; 2715 int lost_a_stat;
2953 int lose_this_stat; 2716 int lose_this_stat;
2969 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2970 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2971 2734
2972 /* restore player */ 2735 /* restore player */
2973 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2974 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2975 if (tmp)
2976 { 2738 {
2977 remove_ob (tmp); 2739 tmp->destroy ();
2978 free_object (tmp);
2979 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2980 } 2741 }
2981 2742
2982 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2983 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2984 if (tmp)
2985 { 2745 {
2986 remove_ob (tmp); 2746 tmp->destroy ();
2987 free_object (tmp);
2988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2989 } 2748 }
2990 2749
2991 cure_disease (op, 0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
2992 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2993 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2994 op->stats.food = 999; 2753 op->stats.food = 999;
2995 2754
2996 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2997 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2998 if (tmp != NULL)
2999 { 2757 {
3000 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
3001 tmp->name = buf; 2759 tmp->name = buf;
3002 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
3003 " the %s, when he was defeated at\n level %d by %s.\n", 2761 " the %s, when he was defeated at\n level %d by %s.\n",
3004 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
3005 tmp->msg = buf; 2763 tmp->msg = buf;
3006 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
3007 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
3008 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
3009 insert_ob_in_map (tmp, op->map, op, 0);
3010 } 2767 }
3011 2768
3012 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
3013 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
3014 op->contr->braced = 0; 2771 op->contr->braced = 0;
3040 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3041 return; 2798 return;
3042 } 2799 }
3043 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3044 } 2801 }
2802
3045 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3046 2804
3047 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3048 x = op->x; 2806 x = op->x;
3049 y = op->y; 2807 y = op->y;
3050 map = op->map; 2808 map = op->map;
3051 2809
3052
3053 if (settings.not_permadeth == TRUE)
3054 {
3055 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3056 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
3057 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
3058 */ 2813 */
3059 2814
3060 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3061 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3062 * of death. 2817 * of death.
3063 */ 2818 */
3064#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3065 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3066 { 2821 {
3067 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3068 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
3069 more if they do. */ 2824 more if they do. */
3070 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3071 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3072 little bit harder. */ 2827 little bit harder. */
3073 /* GD */ 2828 /* GD */
3074 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3075 num_stats_lose = 1; 2830 num_stats_lose = 1;
3076 else
3077 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3078 }
3079 else 2831 else
3080 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3081 num_stats_lose = 1; 2835 num_stats_lose = 1;
3082 } 2836
3083 lost_a_stat = 0; 2837 lost_a_stat = 0;
3084 2838
3085 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3086 { 2840 {
3087 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3088 2842
3089 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3090 { 2844 {
3091 /* Pick a random stat and take a point off it. Tell the player 2845 /* Pick a random stat and take a point off it. Tell the player
3092 * what he lost. 2846 * what he lost.
3093 */ 2847 */
3094 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3095 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3096 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3097 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3098 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3099 lost_a_stat = 1; 2853 lost_a_stat = 1;
2854 }
2855 else
2856 {
2857 /* deplete a stat */
2858 archetype *deparch = archetype::find ("depletion");
2859 object *dep;
2860
2861 dep = present_arch_in_ob (deparch, op);
2862 if (!dep)
2863 {
2864 dep = arch_to_object (deparch);
2865 insert_ob_in_ob (dep, op);
3100 } 2866 }
3101 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3102 { 2869 {
3103 /* deplete a stat */ 2870 /* GD */
3104 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3105 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3106 2873 if (this_stat < 0)
3107 dep = present_arch_in_ob (deparch, op);
3108 if (!dep)
3109 { 2874 {
3110 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3111 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3112 } 2877
3113 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3114 if (settings.balanced_stat_loss)
3115 {
3116 /* GD */
3117 /* Get the stat that we're about to deplete. */
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 if (this_stat < 0) 2879 if (keep_chance < 1)
2880 keep_chance = 1;
2881
2882 /* There is a maximum depletion total per level. */
2883 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3120 { 2884 {
3121 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3122 int keep_chance = this_stat * this_stat;
3123
3124 /* Yes, I am paranoid. Sue me. */
3125 if (keep_chance < 1)
3126 keep_chance = 1;
3127
3128 /* There is a maximum depletion total per level. */
3129 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3130 {
3131 lose_this_stat = 0; 2885 lose_this_stat = 0;
3132 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3133 retain the stat. */ 2887 retain the stat. */
3134 }
3135 else
3136 {
3137 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3138 lose_this_stat = 0;
3139 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3140 this_stat, keep_chance, loss_chance,
3141 lose_this_stat?"LOSE":"KEEP"); */
3142 }
3143 } 2888 }
3144 }
3145
3146 if (lose_this_stat)
3147 {
3148 this_stat = get_attr_value (&(dep->stats), i);
3149 /* We could try to do something clever like find another
3150 * stat to reduce if this fails. But chances are, if
3151 * stats have been depleted to -50, all are pretty low
3152 * and should be roughly the same, so it shouldn't make a
3153 * difference.
3154 */ 2889 else
3155 if (this_stat >= -50)
3156 { 2890 {
3157 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3158 SET_FLAG (dep, FLAG_APPLIED);
3159 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3160 fix_player (op);
3161 lost_a_stat = 1; 2892 lose_this_stat = 0;
2893 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2894 this_stat, keep_chance, loss_chance,
2895 lose_this_stat?"LOSE":"KEEP"); */
3162 } 2896 }
3163 } 2897 }
3164 } 2898 }
2899
2900 if (lose_this_stat)
2901 {
2902 this_stat = get_attr_value (&(dep->stats), i);
2903 /* We could try to do something clever like find another
2904 * stat to reduce if this fails. But chances are, if
2905 * stats have been depleted to -50, all are pretty low
2906 * and should be roughly the same, so it shouldn't make a
2907 * difference.
2908 */
2909 if (this_stat >= -50)
2910 {
2911 change_attr_value (&(dep->stats), i, -1);
2912 SET_FLAG (dep, FLAG_APPLIED);
2913 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2914 op->update_stats ();
2915 lost_a_stat = 1;
2916 }
3165 } 2917 }
2918 }
2919 }
3166 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3167 if (!lost_a_stat) 2921 if (!lost_a_stat)
3168 { 2922 {
3169 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3170 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3171 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3172 2926
3173 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3174 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); 2928 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3175 else 2929 else
3176 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3177 } 2931 }
2932#else
2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3178#endif 2934#endif
3179 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3180 2935
3181 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3182 * exp loss on the stone. 2937 * exp loss on the stone.
3183 */ 2938 */
3184 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3185 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3186 tmp->name = buf; 2941 tmp->name = buf;
3187 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3188 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3189 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); 2944 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);
3190 tmp->msg = buf; 2945 tmp->msg = buf;
3191 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3192 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3193 2948
3194 /**************************************/ 2949 /**************************************/
3195 /* */ 2950 /* */
3196 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3197 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3198 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3199 /* */ 2954 /* */
3200
3201 /**************************************/ 2955 /**************************************/
3202 2956
3203 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3204 /* restore player */ 2958 /* restore player */
3205 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3206 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
2961
3207 if (tmp) 2962 if (tmp)
3208 { 2963 {
3209 remove_ob (tmp); 2964 tmp->destroy ();
3210 free_object (tmp);
3211 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3212 } 2966 }
3213 2967
3214 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3215 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3216 if (tmp) 2970 if (tmp)
3217 { 2971 {
3218 remove_ob (tmp); 2972 tmp->destroy ();
3219 free_object (tmp);
3220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3221 } 2974 }
2975
3222 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3223 2977
3224 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3225 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3226 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3227 op->stats.food = 900; 2981 op->stats.food = 900;
3228 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3229 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3230 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3231 2985
3232 /* 2986 /*
3233 * Check to see if the player is in a shop. IF so, then check to see if 2987 * Check to see if the player is in a shop. IF so, then check to see if
3234 * the player has any unpaid items. If so, remove them and put them back 2988 * the player has any unpaid items. If so, remove them and put them back
3235 * in the map. 2989 * in the map.
3236 */ 2990 */
3237 2991
3238 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3239 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3240 2994
3241 /****************************************/ 2995 /****************************************/
3242 /* */ 2996 /* */
3243 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3244 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3245 /* */ 2999 /* */
3246
3247 /****************************************/ 3000 /****************************************/
3248 3001
3249 enter_player_savebed (op); 3002 enter_player_savebed (op);
3250 3003
3251 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3252 * chance of abuse. 3005 * chance of abuse.
3253 */ 3006 */
3254 op->contr->braced = 0; 3007 op->contr->braced = 0;
3255 save_player (op, 1); 3008 op->contr->save ();
3256 3009
3257 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3258 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3259 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3260 * on the space that might harm the player. 3013 * on the space that might harm the player.
3261 */ 3014 */
3262 will_kill_again = 0; 3015 will_kill_again = 0;
3263 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3016 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3264 {
3265 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3266 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3267 } 3019
3268 if (will_kill_again) 3020 if (will_kill_again)
3269 { 3021 {
3270 object *force; 3022 object *force;
3271 int at; 3023 int at;
3272 3024
3273 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3274 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3275 force->speed = 0.1; 3027 force->speed = 0.1;
3276 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3277 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3278 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3279 {
3280 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3281 force->resist[at] = 100; 3032 force->resist[at] = 100;
3282 } 3033
3283 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3284 fix_player (op); 3035 op->update_stats ();
3285 3036
3286 } 3037 }
3287 3038
3288 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3289 return;
3290 } /* NOT_PERMADETH */
3291 else
3292 {
3293 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3294 * should probably be embedded in an else statement.
3295 */
3296
3297 op->contr->party = NULL;
3298 if (settings.set_title == TRUE)
3299 op->contr->own_title[0] = '\0';
3300 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3301 check_score (op);
3302 if (op->contr->ranges[range_golem] != NULL)
3303 {
3304 remove_friendly_object (op->contr->ranges[range_golem]);
3305 remove_ob (op->contr->ranges[range_golem]);
3306 free_object (op->contr->ranges[range_golem]);
3307 op->contr->ranges[range_golem] = NULL;
3308 op->contr->golem_count = 0;
3309 }
3310 loot_object (op); /* Remove some of the items for good */
3311 remove_ob (op);
3312 op->direction = 0;
3313
3314 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3315 {
3316 delete_character (op->name, 0);
3317 if (settings.resurrection == TRUE)
3318 {
3319 /* save playerfile sans equipment when player dies
3320 ** then save it as player.pl.dead so that future resurrection
3321 ** type spells will work on them nicely
3322 */
3323 delete_character (op->name, 0);
3324 op->stats.hp = op->stats.maxhp;
3325 op->stats.food = 999;
3326
3327 /* set the location of where the person will reappear when */
3328 /* maybe resurrection code should fix map also */
3329 strcpy (op->contr->maplevel, settings.emergency_mapname);
3330 if (op->map != NULL)
3331 op->map = NULL;
3332 op->x = settings.emergency_x;
3333 op->y = settings.emergency_y;
3334 save_player (op, 0);
3335 op->map = map;
3336 /* please see resurrection.c: peterm */
3337 dead_player (op);
3338 }
3339 else
3340 delete_character (op->name, 1);
3341 }
3342
3343 play_again (op);
3344
3345 /* peterm: added to create a corpse at deathsite. */
3346 tmp = arch_to_object (archetype::find ("corpse_pl"));
3347 sprintf (buf, "%s", &op->name);
3348 tmp->name = tmp->name_pl = buf;
3349 tmp->level = op->level;
3350 tmp->x = x;
3351 tmp->y = y;
3352 tmp->msg = gravestone_text (op);
3353 SET_FLAG (tmp, FLAG_UNIQUE);
3354 insert_ob_in_map (tmp, map, NULL, 0);
3355 }
3356} 3040}
3357
3358 3041
3359void 3042void
3360loot_object (object *op) 3043loot_object (object *op)
3361{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3362 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3363 3046
3364 if (op->container) 3047 if (op->container)
3365 { /* close open sack first */
3366 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3367 }
3368 3049
3369 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3370 { 3051 {
3371 next = tmp->below; 3052 next = tmp->below;
3372 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3373 continue; 3055 continue;
3374 remove_ob (tmp); 3056
3057 tmp->remove ();
3375 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3376 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3377 { /* empty container to ground */ 3060 { /* empty container to ground */
3378 loot_object (tmp); 3061 loot_object (tmp);
3379 } 3062 }
3380 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3381 { 3064 {
3382 if (tmp->nrof > 1) 3065 if (tmp->nrof > 1)
3383 { 3066 {
3384 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3385 free_object (tmp2); 3068 tmp2->destroy ();
3386 insert_ob_in_map (tmp, op->map, NULL, 0); 3069 insert_ob_in_map (tmp, op->map, NULL, 0);
3387 } 3070 }
3388 else 3071 else
3389 free_object (tmp); 3072 tmp->destroy ();
3390 } 3073 }
3391 else 3074 else
3392 insert_ob_in_map (tmp, op->map, NULL, 0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
3393 } 3076 }
3394} 3077}
3400 */ 3083 */
3401 3084
3402void 3085void
3403fix_weight (void) 3086fix_weight (void)
3404{ 3087{
3405 player *pl; 3088 for_all_players (pl)
3406
3407 for (pl = first_player; pl != NULL; pl = pl->next)
3408 { 3089 {
3409 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3410 3091
3411 if (old == sum) 3092 if (old == sum)
3412 continue; 3093 continue;
3413 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3414 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3415 } 3096 }
3416} 3097}
3417 3098
3418void 3099void
3419fix_luck (void) 3100fix_luck (void)
3420{ 3101{
3421 player *pl; 3102 for_all_players (pl)
3422
3423 for (pl = first_player; pl != NULL; pl = pl->next)
3424 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3425 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3426} 3105}
3427
3428 3106
3429/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3430 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3431 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3432 */ 3110 */
3433
3434void 3111void
3435cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3436{ 3113{
3437 object *skop, *spob; 3114 object *skop, *spob;
3438 3115
3459 if (op->type == PLAYER) 3136 if (op->type == PLAYER)
3460 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3137 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3461 3138
3462 cast_spell (op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3463 3140
3464 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3141 throw_ob->destroy ();
3465 remove_ob (throw_ob);
3466 free_object (throw_ob);
3467} 3142}
3468 3143
3469void 3144void
3470make_visible (object *op) 3145make_visible (object *op)
3471{ 3146{
3485 object *tmp = NULL; 3160 object *tmp = NULL;
3486 3161
3487 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3488 return 1; 3163 return 1;
3489 3164
3490 if (op->type == PLAYER)
3491 for (tmp = op->inv; tmp; tmp = tmp->below)
3492 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3493 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3494 return 1;
3495 return 0; 3165 return 0;
3496} 3166}
3497 3167
3498/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3499 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3587int 3257int
3588stand_near_hostile (object *who) 3258stand_near_hostile (object *who)
3589{ 3259{
3590 object *tmp = NULL; 3260 object *tmp = NULL;
3591 int i, friendly = 0, player = 0, mflags; 3261 int i, friendly = 0, player = 0, mflags;
3592 mapstruct *m; 3262 maptile *m;
3593 sint16 x, y; 3263 sint16 x, y;
3594 3264
3595 if (!who) 3265 if (!who)
3596 return 0; 3266 return 0;
3597 3267
3614 if (mflags & P_OUT_OF_MAP) 3284 if (mflags & P_OUT_OF_MAP)
3615 continue; 3285 continue;
3616 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3286 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3617 continue; 3287 continue;
3618 3288
3619 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3289 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3620 { 3290 {
3621 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3291 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3622 return 1; 3292 return 1;
3623 else if (tmp->type == PLAYER) 3293 else if (tmp->type == PLAYER)
3624 { 3294 {
3654 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3655 { 3325 {
3656 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3657 return -1; 3327 return -1;
3658 } 3328 }
3329
3659 if (!pl || !op) 3330 if (!pl || !op)
3660 return 0; 3331 return 0;
3661 3332
3662 if (op->head)
3663 {
3664 op = op->head; 3333 op = op->head_ ();
3665 } 3334
3666 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3667 3336
3668 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3669 * through the object and find if it has any 3338 * through the object and find if it has any
3670 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3678 3347
3679 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3680 * code, so we need to restrict ourselves to that range of values 3349 * code, so we need to restrict ourselves to that range of values
3681 * for any meaningful values. 3350 * for any meaningful values.
3682 */ 3351 */
3683 if (FABS (dx) <= (pl->contr->socket.mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3684 FABS (dy) <= (pl->contr->socket.mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3685 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) 3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3686 return 1; 3355 return 1;
3687 op = op->more; 3356 op = op->more;
3688 } 3357 }
3689 return 0; 3358 return 0;
3690} 3359}
3800 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3801 return; 3470 return;
3802 3471
3803 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3804 3473
3805 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3806 { 3475 {
3807 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3808 return; 3477 return;
3809 } 3478 }
3810 3479
3876 { 3545 {
3877 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3878 object *skin; 3547 object *skin;
3879 3548
3880 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3881 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3552 ;
3553
3882 if (skin == NULL) 3554 if (!skin)
3883 return; 3555 return;
3884 3556
3885 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3886 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3887 { 3559 {

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