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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
82 int comp; 45 int comp;
83 int size; 46 int size;
84 47
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 50 return;
89 } 51
90 motd[0] = '\0'; 52 motd[0] = '\0';
91 size = 0; 53 size = 0;
54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
59
96 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 61 size += strlen (buf);
98 } 62 }
63
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp); 65 close_and_delete (fp, comp);
101} 66}
102 67
103void 68void
109 int comp; 74 int comp;
110 int size; 75 int size;
111 76
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 79 return;
116 } 80
117 rules[0] = '\0'; 81 rules[0] = '\0';
118 size = 0; 82 size = 0;
83
119 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
120 { 85 {
121 if (*buf == '#') 86 if (*buf == '#')
122 continue; 87 continue;
88
123 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
124 { 90 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 92 break;
127 } 93 }
94
128 strncat (rules + size, buf, HUGE_BUF - size); 95 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 96 size += strlen (buf);
130 } 97 }
98
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp); 100 close_and_delete (fp, comp);
133} 101}
134 102
135void 103void
143 int size; 111 int size;
144 112
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 115 return;
116
148 news[0] = '\0'; 117 news[0] = '\0';
149 subject[0] = '\0'; 118 subject[0] = '\0';
150 size = 0; 119 size = 0;
120
151 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp) != NULL)
152 { 122 {
153 if (*buf == '#') 123 if (*buf == '#')
154 continue; 124 continue;
125
155 if (*buf == '%') 126 if (*buf == '%')
156 { /* send one news */ 127 { /* send one news */
157 if (size > 0) 128 if (size > 0)
158 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
159 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
160 strip_endline (subject); 132 strip_endline (subject);
161 size = 0; 133 size = 0;
162 news[0] = '\0'; 134 news[0] = '\0';
163 } 135 }
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
178 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
179} 151}
180 152
181int 153/* This loads the first map an puts the player on it. */
182playername_ok (const char *cp) 154static void
155set_first_map (object *op)
183{ 156{
184 /* Don't allow - or _ as first character in the name */ 157 op->contr->maplevel = first_map_path;
185 if (*cp == '-' || *cp == '_') 158 op->x = -1;
159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
186 return 0; 179 return;
187 180
188 for (; *cp != '\0'; cp++) 181 players.insert (this);
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') 182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 enter_map ();
186}
187
188void
189player::deactivate ()
190{
191 if (!active)
190 return 0; 192 return;
191 return 1;
192}
193 193
194/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
195 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
196 * Caller is responsible for setting the correct map. 196 ob->remove ();
197 */ 197 ob->map = 0;
198 198
199/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
200 * Hopefully this will be less bugfree and simpler. 200}
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{
208 object *op = arch_to_object (get_player_archetype (0));
209 int i;
210 201
211 /* Clears basically the entire player structure except 202// connect the player with a specific client
212 * for next and socket. 203// also changed, rationalises, and fixes some incorrect settings
204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
209
210 ns->update_look = 0;
211 ns->look_position = 0;
212
213 clear_los (ob);
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
213 */ 235 */
214 p->clear (); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
215 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->pl = 0;
291 this->ns = 0;
292 }
293
294 deactivate ();
295}
296
297// the need for this function can be explained
298// by load_object not returning the object
299void
300player::set_object (object *op)
301{
302 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */
304
305 ob->speed_left = 0.5;
306 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312}
313
314player::player ()
315{
216 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
217 * we deal with that below this point. 317 * we deal with that below this point.
218 */ 318 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 322
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
230 324
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10; 325 gen_sp_armour = 10;
249 p->last_speed = -1; 326 last_speed = -1;
250 p->shoottype = range_none; 327 shoottype = range_none;
251 p->bowtype = bow_normal; 328 bowtype = bow_normal;
252 p->petmode = pet_normal; 329 petmode = pet_normal;
253 p->listening = 10; 330 listening = 10;
254 p->usekeys = containers; 331 usekeys = containers;
255 p->last_weapon_sp = -1; 332 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 334 do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265 335
266 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
269 * at zero. 339 * at zero.
270 */ 340 */
271 for (i = 0; i < NUM_SKILLS; i++) 341 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 343
277 for (i = 0; i < NROFATTACKS; i++) 344 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 345 last_resist[i] = -1;
279 346
280 p->last_stats.exp = -1; 347 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 348 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 349}
288 350
289/* This loads the first map an puts the player on it. */ 351void
290static void 352player::do_destroy ()
291set_first_map (object *op)
292{ 353{
293 strcpy (op->contr->maplevel, first_map_path); 354 disconnect ();
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 355
356 attachable::do_destroy ();
357
358 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy ();
362 }
363}
364
365player::~player ()
366{
367 /* Clear item stack */
368 free (stack_items);
369}
370
299/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
300 * All we can really get in this is some settings like host and display 372 * All we can really get in this is some settings like host and display
301 * mode. 373 * mode.
302 */ 374 */
303 375player *
304int 376player::create ()
305add_player (client *ns)
306{ 377{
307 player *p = new player; 378 player *pl = new player;
308 379
309 p->socket = ns; 380 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311
312 p->next = first_player;
313 first_player = p;
314
315 p = get_player (p);
316
317 set_first_map (p->ob); 381 set_first_map (pl->ob);
318 382
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 383 return pl;
327} 384}
328 385
329/* 386/*
330 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
340 { 397 {
341 if (at == NULL || at->next == NULL) 398 if (at == NULL || at->next == NULL)
342 at = first_archetype; 399 at = first_archetype;
343 else 400 else
344 at = at->next; 401 at = at->next;
402
345 if (at->clone.type == PLAYER) 403 if (at->clone.type == PLAYER)
346 return at; 404 return at;
405
347 if (at == start) 406 if (at == start)
348 { 407 {
349 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 409 exit (-1);
351 } 410 }
352 } 411 }
353} 412}
354 413
355
356object * 414object *
357get_nearest_player (object *mon) 415get_nearest_player (object *mon)
358{ 416{
359 object *op = NULL; 417 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 418 objectlink *ol;
362 unsigned lastdist; 419 unsigned lastdist;
363 rv_vector rv; 420 rv_vector rv;
364 421
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 { 454 {
398 op = ol->ob; 455 op = ol->ob;
399 lastdist = rv.distance; 456 lastdist = rv.distance;
400 } 457 }
401 } 458 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 459
403 { 460 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 461 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 462 if (lastdist > rv.distance)
408 { 463 {
409 op = pl->ob; 464 op = pl->ob;
410 lastdist = rv.distance; 465 lastdist = rv.distance;
411 } 466 }
412 } 467
413 }
414#if 0 468#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 470#endif
417 return op; 471 return op;
418} 472}
436 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 492 * is probably not a good thing.
439 */ 493 */
440#define MAX_SPACES 50 494#define MAX_SPACES 50
441
442 495
443/* 496/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 738 /* Need to set up the skill pointers */
686 link_player_skills (pl); 739 link_player_skills (pl);
687} 740}
688 741
689void 742void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 743get_party_password (object *op, partylist *party)
774{ 744{
775 if (party == NULL) 745 if (party == NULL)
776 { 746 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 748 return;
779 } 749 }
750
780 op->contr->write_buf[0] = '\0'; 751 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 755}
785
786 756
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 758static int
789roll_stat (void) 759roll_stat (void)
790{ 760{
791 int a[4], i, j, k; 761 int a[4], i, j, k;
792 762
793 for (i = 0; i < 4; i++) 763 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 767 if (a[i] < k)
798 k = a[i], j = i; 768 k = a[i], j = i;
799 769
800 for (i = 0, k = 0; i < 4; i++) 770 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 771 if (i != j)
803 k += a[i]; 772 k += a[i];
804 } 773
805 return k; 774 return k;
806} 775}
807 776
808void 777void
809roll_stats (object *op) 778object::roll_stats ()
810{ 779{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 780 int statsort [7];
814 781
815 do 782 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 783 {
826 while (sum < 82 || sum > 116); 784 int sum = 0;
785 for (int i = 7; i--; )
786 sum += statsort [i] = roll_stat ();
827 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
828 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 794
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
861 802
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 803 stats.exp = 0;
873 op->stats.ac = 0; 804 stats.ac = 0;
874 805
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 806 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 807 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
812 contr->levhp[1] = 9;
813 contr->levsp[1] = 6;
814 contr->levgrace[1] = 3;
815
883 op->contr->orig_stats = op->stats; 816 contr->orig_stats = stats;
817 }
884} 818}
885 819
886void 820void
887Roll_Again (object *op) 821object::swap_stats (int a, int b)
888{ 822{
889 esrv_new_player (op->contr, 0); 823 int tmp = get_attr_value (&contr->orig_stats, a);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 825 set_attr_value (&contr->orig_stats, b, tmp);
892}
893 826
894void 827 stats.Str = contr->orig_stats.Str;
895Swap_Stat (object *op, int Swap_Second) 828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
843 stats.hp = stats.maxhp;
844 stats.sp = stats.maxsp;
845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
853 contr->orig_stats = stats;
854 }
855}
856
857static void
858start_info (object *op)
896{ 859{
897 signed char tmp;
898 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
899 861
900 if (op->contr->Swap_First == -1) 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
913
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
917 op->stats.Dex = op->contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha;
923 op->stats.ac = 0;
924
925 op->level = 1;
926 op->stats.exp = 0;
927 op->stats.ac = 0;
928
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp;
935 op->stats.sp = op->stats.maxsp;
936 op->stats.grace = op->stats.maxgrace;
937 op->contr->orig_stats = op->stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 {
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 866}
1015 867
1016/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
1020 * not the class. 872 * not the class.
1021 */ 873 */
1022
1023int 874int
1024key_change_class (object *op, char key) 875key_change_class (object *op, char key)
1025{ 876{
1026 int tmp_loop; 877 int tmp_loop;
1027 878
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 879 if (key == 'd' || key == 'D')
1035 { 880 {
1036 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
1037 882
1038 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 888 create_treasure (tl, op, 0, 0, 0);
1044 889
1045 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
1047 892
1048 op->contr->state = ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
1049 894
1050 if (op->msg) 895 if (op->msg)
1051 op->msg = NULL; 896 op->msg = NULL;
1052 897
1053 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
1062 start_info (op); 907 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 909 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 910 link_player_skills (op);
1066 esrv_send_inventory (op, op); 911 esrv_send_inventory (op, op);
1067 fix_player (op); 912 op->update_stats ();
1068 913
1069 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1070 * is one for this race 915 * is one for this race
1071 */ 916 */
1072 if (*first_map_ext_path) 917 if (*first_map_ext_path)
1073 { 918 {
1074 object *tmp; 919 object *tmp;
1075 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1076 921
1077 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1078 tmp = object::create (); 923 tmp = object::create ();
1079 EXIT_PATH (tmp) = mapname; 924 EXIT_PATH (tmp) = mapname;
1080 EXIT_X (tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1081 EXIT_Y (tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1082 enter_exit (op, tmp); /* we don't really care if it succeeded; 927 op->enter_exit (tmp); /* we don't really care if it succeeded;
1083 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1084 * default initial map */ 929 * default initial map */
1085 tmp->destroy (); 930 tmp->destroy ();
1086 } 931 }
1087 else 932 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 934
1091 return 0; 935 return 0;
1092 } 936 }
1093 937
1094 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1099 while (!tmp_loop) 943 while (!tmp_loop)
1100 { 944 {
1101 shstr name = op->name; 945 shstr name = op->name;
1102 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1103 947
1104 remove_statbonus (op); 948 op->remove_statbonus ();
1105 op->remove (); 949 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 950 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 951 op->arch->clone.copy_to (op);
1108 op->instantiate (); 952 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1111 op->x = x; 955 op->x = x;
1112 op->y = y; 956 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 958 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 959 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 960 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 961 tmp_loop = allowed_class (op);
1118 } 962 }
1119 963
1120 update_object (op, UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 965 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 966 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 969 op->stats.grace = 0;
1126 970
1127 if (op->msg) 971 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 973
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0; 975 return 0;
1132}
1133
1134int
1135key_confirm_quit (object *op, char key)
1136{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 {
1141 op->contr->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1;
1144 }
1145
1146 INVOKE_PLAYER (LOGOUT, op->contr);
1147 INVOKE_PLAYER (QUIT, op->contr);
1148
1149 terminate_all_pets (op);
1150 leave_map (op);
1151 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153
1154 strcpy (op->contr->killer, "quit");
1155 check_score (op);
1156 op->contr->party = NULL;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0';
1159
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1161 {
1162 maptile *mp, *next;
1163
1164 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next)
1170 {
1171 next = mp->next;
1172 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp);
1174 }
1175
1176 delete_character (op->name, 1);
1177 }
1178
1179 play_again (op);
1180 return 1;
1181} 976}
1182 977
1183void 978void
1184flee_player (object *op) 979flee_player (object *op)
1185{ 980{
1215 { 1010 {
1216 op->enemy = NULL; 1011 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1013 return;
1219 } 1014 }
1015
1220 get_rangevector (op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1221 1017
1222 dir = absdir (4 + rv.direction); 1018 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1019 for (diff = 0; diff < 3; diff++)
1224 { 1020 {
1225 int m = 1 - (RANDOM () & 2); 1021 int m = 1 - (RANDOM () & 2);
1226 1022
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1024 return;
1230 }
1231 } 1025 }
1026
1232 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1029 op->enemy = NULL;
1235} 1030}
1236 1031
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1119 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1124 }
1125
1358 /* philosophy: 1126 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1127 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1128 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1129 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1130 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1131 * example.
1364 * The drawback: right now it has no frontend, so you need to 1132 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1133 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1134 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1560 if (!dir)
1793 { 1561 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1563 return 0;
1796 } 1564 }
1565
1797 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1799 else 1568 else
1800 { 1569 {
1801 for (bow = op->inv; bow; bow = bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1809 { 1578 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1580 return 0;
1812 } 1581 }
1813 } 1582 }
1583
1814 if (!bow->race || !bow->skill) 1584 if (!bow->race || !bow->skill)
1815 { 1585 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1587 return 0;
1818 } 1588 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1591
1822 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1825 if (bowspeed < 1) 1596 if (bowspeed < 1)
1826 bowspeed = 1; 1597 bowspeed = 1;
1827 1598
1828 if (arrow == NULL) 1599 if (arrow == NULL)
1829 { 1600 {
1835 else 1606 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1608 return 0;
1838 } 1609 }
1839 } 1610 }
1611
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1613 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1614 return 0;
1844 } 1615
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1617 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1618 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1619 return 0;
1849 } 1620 }
1855 return 0; 1626 return 0;
1856 } 1627 }
1857 1628
1858 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1631 if (!arrow)
1861 { 1632 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1634 return 0;
1864 } 1635 }
1636
1865 arrow->set_owner (op); 1637 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1638 arrow->skill = bow->skill;
1867
1868 arrow->direction = dir; 1639 arrow->direction = dir;
1869 arrow->x = sx;
1870 arrow->y = sy;
1871 1640
1872 if (op->type == PLAYER) 1641 if (op->type == PLAYER)
1873 { 1642 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1644 op->update_stats ();
1876 } 1645 }
1877 1646
1878 SET_ANIMATION (arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1890 1659
1891 /* update the speed */ 1660 /* update the speed */
1892 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1893 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1894 1663
1895 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1896 arrow->speed = 1.0;
1897 update_ob_speed (arrow);
1898 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1899 1666
1900 if (op->type == PLAYER) 1667 if (op->type == PLAYER)
1901 { 1668 {
1902 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1912 } 1679 }
1913 1680
1914 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1916 1683
1917 if (bow->slaying != NULL) 1684 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1685 arrow->slaying = bow->slaying;
1919 1686
1920 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1923 1689
1924 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1925 insert_ob_in_map (arrow, m, op, 0); 1691 m->insert (arrow, sx, sy, op);
1926 1692
1927 if (!arrow->destroyed ()) 1693 if (!arrow->destroyed ())
1928 move_arrow (arrow); 1694 move_arrow (arrow);
1929 1695
1930 if (op->type == PLAYER) 1696 if (op->type == PLAYER)
1956 } 1722 }
1957 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1958 { 1724 {
1959 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1960 wcmod = -1; 1726 wcmod = -1;
1727
1961 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1962 } 1729 }
1963 else if (op->contr->bowtype == bow_threewide) 1730 else if (op->contr->bowtype == bow_threewide)
1964 { 1731 {
1965 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2035 1802
2036 if (item->arch) 1803 if (item->arch)
2037 { 1804 {
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
2040 item->speed = 0; 1807 item->set_speed (0);
2041 update_ob_speed (item);
2042 } 1808 }
1809
2043 if ((tmp = is_player_inv (item))) 1810 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1812 }
2046 } 1813 }
2047 else if (item->type == ROD || item->type == HORN) 1814 else if (item->type == ROD || item->type == HORN)
2048 {
2049 drain_rod_charge (item); 1815 drain_rod_charge (item);
2050 }
2051 } 1816 }
2052} 1817}
2053 1818
2054/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
2055 */ 1820 */
2198 * 0 otherwise 1963 * 0 otherwise
2199 */ 1964 */
2200static int 1965static int
2201player_attack_door (object *op, object *door) 1966player_attack_door (object *op, object *door)
2202{ 1967{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
2207 */ 1971 */
2208 object *key = find_key (op, op, door); 1972 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2250 */ 2014 */
2251
2252void 2015void
2253move_player_attack (object *op, int dir) 2016move_player_attack (object *op, int dir)
2254{ 2017{
2255 object *tmp, *mon; 2018 object *tmp, *mon;
2256 sint16 nx, ny; 2019 sint16 nx, ny;
2258 maptile *m; 2021 maptile *m;
2259 2022
2260 nx = freearr_x[dir] + op->x; 2023 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2024 ny = freearr_y[dir] + op->y;
2262 2025
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2264 2027
2265 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2273 */ 2036 */
2274 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2275 { 2038 {
2276 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2277 { 2040 {
2278 m = get_map_from_coord (op->map, &nx, &ny); 2041 m = op->map->xy_find (nx, ny);
2279 if (!m) 2042 if (!m)
2280 return; /* Don't think this should happen */ 2043 return; /* Don't think this should happen */
2281 } 2044 }
2282 else 2045 else
2283 m = op->map; 2046 m = op->map;
2284 2047
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2048 if (!(tmp = m->at (nx, ny).bot))
2286 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2288 return; 2049 return;
2289 }
2290 2050
2291 mon = NULL; 2051 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2055 * on the space
2296 */ 2056 */
2297 while (tmp != NULL) 2057 while (tmp)
2298 { 2058 {
2299 if (tmp == op) 2059 if (tmp == op)
2300 { 2060 {
2301 tmp = tmp->above; 2061 tmp = tmp->above;
2302 continue; 2062 continue;
2312 mon = tmp; 2072 mon = tmp;
2313 2073
2314 tmp = tmp->above; 2074 tmp = tmp->above;
2315 } 2075 }
2316 2076
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2078 return; /* into a wall */
2319 2079
2320 if (mon->head != NULL) 2080 if (mon->head)
2321 mon = mon->head; 2081 mon = mon->head;
2322 2082
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2084 if (player_attack_door (op, mon))
2325 return; 2085 return;
2347 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2348 { 2108 {
2349 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2350 if (op->contr->braced) 2110 if (op->contr->braced)
2351 return; 2111 return;
2112
2352 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2353 (void) push_ob (mon, dir, op); 2114 (void) push_ob (mon, dir, op);
2354 if (op->contr->tmp_invis || op->hide) 2115 if (op->contr->tmp_invis || op->hide)
2355 make_visible (op); 2116 make_visible (op);
2117
2356 return; 2118 return;
2357 } 2119 }
2358 2120
2359 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2360 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2362 * attack them either. 2124 * attack them either.
2363 */ 2125 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2129 (op->contr->peaceful
2368 || (mon->type == PLAYER 2130 || (mon->type == PLAYER
2369 && mon->contr-> 2131 && mon->contr->
2370 peaceful)) && 2132 peaceful)) &&
2371#else 2133#else
2372 op->contr->peaceful && 2134 op->contr->peaceful &&
2373#endif 2135#endif
2374 !on_battleground)) 2136 !on_battleground))
2375 { 2137 {
2376 if (!op->contr->braced) 2138 if (!op->contr->braced)
2377 { 2139 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2141 push_ob (mon, dir, op);
2380 } 2142 }
2381 else 2143 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2145
2385 if (op->contr->tmp_invis || op->hide) 2146 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2147 make_visible (op);
2387 } 2148 }
2388 2149
2389 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2400 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2401 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2402 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2403 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2404 */ 2165 */
2405
2406 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2407 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2408 { 2168 {
2409 2169
2410 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2178
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2180 }
2421 2181
2422 skill_attack (mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2423 2183
2424 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2187 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2190 {
2431 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2432 2192
2433 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2436 } 2196 }
2197
2437 if (action_makes_visible (op)) 2198 if (action_makes_visible (op))
2438 make_visible (op); 2199 make_visible (op);
2439 } 2200 }
2440 } /* if player should attack something */ 2201 } /* if player should attack something */
2441} 2202}
2443int 2204int
2444move_player (object *op, int dir) 2205move_player (object *op, int dir)
2445{ 2206{
2446 int pick; 2207 int pick;
2447 2208
2448 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2449 return 0; 2210 return 0;
2450 2211
2451 /* Sanity check: make sure dir is valid */ 2212 /* Sanity check: make sure dir is valid */
2452 if ((dir < 0) || (dir >= 9)) 2213 if ((dir < 0) || (dir >= 9))
2453 { 2214 {
2454 LOG (llevError, "move_player: invalid direction %d\n", dir); 2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2455 return 0; 2216 return 0;
2456 } 2217 }
2457 2218
2458 /* peterm: added following line */ 2219 /* peterm: added following line */
2459 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2460 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2461 2222
2462 op->facing = dir; 2223 op->facing = dir;
2463 2224
2476 2237
2477 /* Add special check for newcs players and fire on - this way, the 2238 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2239 * server can handle repeat firing.
2479 */ 2240 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2242 op->direction = dir;
2483 }
2484 else 2243 else
2485 {
2486 op->direction = 0; 2244 op->direction = 0;
2487 } 2245
2488 /* Update how the player looks. Use the facing, so direction may 2246 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2247 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2248 * for players.
2491 */ 2249 */
2492 animate_object (op, op->facing); 2250 animate_object (op, op->facing);
2544 2302
2545 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2305 * called, so we recheck it here.
2548 */ 2306 */
2549 op->contr->socket->handle_command (); 2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2550 if (op->speed_left < 0) 2310 if (op->speed_left > 0)
2551 return 0; 2311 {
2552
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2313 {
2555 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2556 op->speed_left--; 2315 op->speed_left--;
2557 2316
2558 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2559 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2560 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2561 */ 2320 */
2562 move_player (op, op->direction); 2321 move_player (op, op->direction);
2563 if (op->speed_left > 0) 2322
2564 return 1; 2323 return op->speed_left > 0;
2565 else 2324 }
2566 return 0;
2567 } 2325 }
2568 2326
2569 return 0; 2327 return 0;
2570} 2328}
2571 2329
2591 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2592 2350
2593 if (op->stats.food < 0) 2351 if (op->stats.food < 0)
2594 op->stats.food = 999; 2352 op->stats.food = 999;
2595 2353
2596 fix_player (op); 2354 op->update_stats ();
2597 return 1; 2355 return 1;
2598 } 2356 }
2599 2357
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2613{ 2371{
2614 object *next; 2372 object *next;
2615 2373
2616 while (op) 2374 while (op)
2617 { 2375 {
2618 next = op->below; /* Make sure we have a good value, in case 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2619 * we remove object 'op' 2377
2620 */
2621 if (QUERY_FLAG (op, FLAG_UNPAID)) 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2622 { 2379 {
2623 op->remove ();
2624 op->x = env->x;
2625 op->y = env->y;
2626 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2627 esrv_del_item (env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2628 insert_ob_in_map (op, env->map, NULL, 0); 2382
2383 op->insert_at (env);
2629 } 2384 }
2630 else if (op->inv) 2385 else if (op->inv)
2631 remove_unpaid_objects (op->inv, env); 2386 remove_unpaid_objects (op->inv, env);
2632 2387
2633 op = next; 2388 op = next;
2634 } 2389 }
2635} 2390}
2636
2637 2391
2638/* 2392/*
2639 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2430 strcat (buf2, buf);
2677 2431
2678 return buf2; 2432 return buf2;
2679} 2433}
2680
2681
2682 2434
2683void 2435void
2684do_some_living (object *op) 2436do_some_living (object *op)
2685{ 2437{
2686 int last_food = op->stats.food; 2438 int last_food = op->stats.food;
2695 const int max_grace = 1; 2447 const int max_grace = 1;
2696 2448
2697 if (op->contr->outputs_sync) 2449 if (op->contr->outputs_sync)
2698 { 2450 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2454 }
2703 2455
2704 if (op->contr->state == ST_PLAYING) 2456 if (op->contr->ns->state == ST_PLAYING)
2705 { 2457 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2460 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2462 else
2712 { 2463 {
2713 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2466 }
2467
2716 if (op->contr->gen_sp >= 0) 2468 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2470 else
2719 { 2471 {
2720 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2474 }
2475
2723 if (op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2478 else
2726 { 2479 {
2727 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2498 op->stats.food = last_food;
2746 } 2499 }
2747 } 2500 }
2501
2748 if (max_sp > 1) 2502 if (max_sp > 1)
2749 { 2503 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2504 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2505 if (over_sp > 0)
2752 { 2506 {
2753 if (op->stats.sp < op->stats.maxsp) 2507 if (op->stats.sp < op->stats.maxsp)
2754 { 2508 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2512 op->stats.sp--;
2513
2758 if (op->stats.sp > op->stats.maxsp) 2514 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2515 op->stats.sp = op->stats.maxsp;
2760 } 2516 }
2761 op->last_sp = 0; 2517 op->last_sp = 0;
2762 } 2518 }
2763 else 2519 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2521 }
2768 else 2522 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2524 }
2773 2525
2774 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2528 if (--op->last_grace < 0)
2777 { 2529 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2780 if (max_grace > 1) 2533 if (max_grace > 1)
2781 { 2534 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2536 if (over_grace > 0)
2784 { 2537 {
2812 op->stats.food += op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2567 op->stats.food = last_food;
2815 } 2568 }
2816 } 2569 }
2570
2817 if (max_hp > 1) 2571 if (max_hp > 1)
2818 { 2572 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2574 if (over_hp > 0)
2821 { 2575 {
2845 2599
2846 if (op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2602 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2850 /* dms do not consume food */ 2605 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2607 op->stats.food--;
2853 } 2608 }
2854 }
2855 2609
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2611 {
2858 object *tmp, *flesh = NULL; 2612 object *tmp, *flesh = 0;
2859 2613
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2615 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2621 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2623 break;
2870 } 2624 }
2871 else if (tmp->type == FLESH) 2625 else if (tmp->type == FLESH)
2872 flesh = tmp; 2626 flesh = tmp;
2873 } /* End if paid for object */ 2627 } /* End if paid for object */
2874 } /* end of for loop */ 2628 } /* end of for loop */
2629
2875 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2631 * eat flesh instead.
2877 */ 2632 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2634 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2636 manual_apply (op, flesh, 0);
2882 } 2637 }
2883 } /* end if player is starving */ 2638 }
2884 2639
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2887 2642
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2644 kill_player (op);
2645 }
2890} 2646}
2891
2892
2893 2647
2894/* If the player should die (lack of hp, food, etc), we call this. 2648/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2649 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2651 * file.
2927 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2928 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2929 2683
2930 /* restore player */ 2684 /* restore player */
2931 at = archetype::find ("poisoning"); 2685 at = archetype::find ("poisoning");
2932 tmp = present_arch_in_ob (at, op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2933 if (tmp)
2934 { 2687 {
2935 tmp->destroy (); 2688 tmp->destroy ();
2936 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2937 } 2690 }
2938 2691
2939 at = archetype::find ("confusion"); 2692 at = archetype::find ("confusion");
2940 tmp = present_arch_in_ob (at, op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2694 {
2943 tmp->destroy (); 2695 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2945 } 2697 }
2946 2698
2948 op->stats.hp = op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2949 if (op->stats.food <= 0) 2701 if (op->stats.food <= 0)
2950 op->stats.food = 999; 2702 op->stats.food = 999;
2951 2703
2952 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2953 tmp = arch_to_object (archetype::find ("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2954 if (tmp != NULL)
2955 { 2706 {
2956 sprintf (buf, "%s's finger", &op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2957 tmp->name = buf; 2708 tmp->name = buf;
2958 sprintf (buf, " This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2959 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2960 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2961 tmp->msg = buf; 2712 tmp->msg = buf;
2962 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2963 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2964 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2965 insert_ob_in_map (tmp, op->map, op, 0);
2966 } 2716 }
2967 2717
2968 /* teleport defeated player to new destination */ 2718 /* teleport defeated player to new destination */
2969 transfer_ob (op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2970 op->contr->braced = 0; 2720 op->contr->braced = 0;
2975 2725
2976 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2977 2727
2978 if (op->stats.food < 0) 2728 if (op->stats.food < 0)
2979 { 2729 {
2980 if (op->contr->explore)
2981 {
2982 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2983 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2984 op->stats.food = 999;
2985 return;
2986 }
2987 sprintf (buf, "%s starved to death.", &op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2988 strcpy (op->contr->killer, "starvation"); 2731 strcpy (op->contr->killer, "starvation");
2989 } 2732 }
2990 else 2733 else
2991 {
2992 if (op->contr->explore)
2993 {
2994 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2995 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2996 op->stats.hp = op->stats.maxhp;
2997 return;
2998 }
2999 sprintf (buf, "%s died.", &op->name); 2734 sprintf (buf, "%s died.", &op->name);
3000 } 2735
3001 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3002 2737
3003 /* save the map location for corpse, gravestone */ 2738 /* save the map location for corpse, gravestone */
3004 x = op->x; 2739 x = op->x;
3005 y = op->y; 2740 y = op->y;
3006 map = op->map; 2741 map = op->map;
3007 2742
3008
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2744 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2745 * See the config.h file for a little more in depth detail about this.
3014 */ 2746 */
3015 2747
3016 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2750 * of death.
3019 */ 2751 */
3020#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2753 if (settings.balanced_stat_loss)
3022 { 2754 {
3023 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2757 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2760 little bit harder. */
3029 /* GD */ 2761 /* GD */
3030 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2763 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2764 else
3036 { 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
3037 num_stats_lose = 1; 2768 num_stats_lose = 1;
3038 } 2769
3039 lost_a_stat = 0; 2770 lost_a_stat = 0;
3040 2771
3041 for (z = 0; z < num_stats_lose; z++) 2772 for (z = 0; z < num_stats_lose; z++)
3042 { 2773 {
3043 i = RANDOM () % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
3044 2775
3045 if (settings.stat_loss_on_death) 2776 if (settings.stat_loss_on_death)
3046 { 2777 {
3047 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2779 * what he lost.
3049 */ 2780 */
3050 change_attr_value (&(op->stats), i, -1); 2781 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2782 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2786 lost_a_stat = 1;
2787 }
2788 else
2789 {
2790 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion");
2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2796 {
2797 dep = arch_to_object (deparch);
2798 insert_ob_in_ob (dep, op);
3056 } 2799 }
3057 else 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
3058 { 2802 {
3059 /* deplete a stat */ 2803 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2804 /* Get the stat that we're about to deplete. */
3061 object *dep; 2805 this_stat = get_attr_value (&(dep->stats), i);
3062 2806 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2807 {
3066 dep = arch_to_object (deparch); 2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2809 int keep_chance = this_stat * this_stat;
3068 } 2810
3069 lose_this_stat = 1; 2811 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0) 2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2817 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2818 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2819 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2820 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2821 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2822 else
3111 if (this_stat >= -50)
3112 { 2823 {
3113 change_attr_value (&(dep->stats), i, -1); 2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 lost_a_stat = 1; 2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2829 }
3119 } 2830 }
3120 } 2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2836 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a
2840 * difference.
2841 */
2842 if (this_stat >= -50)
2843 {
2844 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats ();
2848 lost_a_stat = 1;
2849 }
3121 } 2850 }
2851 }
2852 }
3122 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2854 if (!lost_a_stat)
3124 { 2855 {
3125 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2857 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2858 const char *god = determine_god (op);
3128 2859
3129 if (god && (strcmp (god, "none"))) 2860 if (god && (strcmp (god, "none")))
3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2862 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2864 }
3134#else 2865#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2867#endif
3137 2868
3138 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2870 * exp loss on the stone.
3140 */ 2871 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2874 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2876 tmp->name_pl = buf;
3146 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2877 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2878 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2879 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2881
3151 /**************************************/ 2882 /**************************************/
3152 /* */ 2883 /* */
3153 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
3156 /* */ 2887 /* */
3157 /**************************************/ 2888 /**************************************/
3158 2889
3159 /* remove any poisoning and confusion the character may be suffering. */ 2890 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2891 /* restore player */
3161 at = archetype::find ("poisoning"); 2892 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3163 2894
3164 if (tmp) 2895 if (tmp)
3165 { 2896 {
3166 tmp->destroy (); 2897 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2899 }
3169 2900
3170 at = archetype::find ("confusion"); 2901 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2902 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2903 if (tmp)
3173 { 2904 {
3174 tmp->destroy (); 2905 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2907 }
3177 2908
3178 cure_disease (op, 0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
3179 2910
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2912 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2913 if (op->stats.food < 100)
3183 op->stats.food = 900; 2914 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2918
3188 /* 2919 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2920 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back 2921 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2922 * in the map.
3192 */ 2923 */
3193 2924
3194 if (is_in_shop (op)) 2925 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
3196 2927
3197 /****************************************/ 2928 /****************************************/
3198 /* */ 2929 /* */
3199 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
3201 /* */ 2932 /* */
3202 /****************************************/ 2933 /****************************************/
3203 2934
3204 enter_player_savebed (op); 2935 enter_player_savebed (op);
3205 2936
3206 /* Save the player before inserting the force to reduce
3207 * chance of abuse.
3208 */
3209 op->contr->braced = 0; 2937 op->contr->braced = 0;
3210 save_player (op, 1);
3211 2938
3212 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2942 * on the space that might harm the player.
3216 */ 2943 */
3217 will_kill_again = 0; 2944 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
3221 2948
3222 if (will_kill_again) 2949 if (will_kill_again)
3223 { 2950 {
3224 object *force; 2951 object *force;
3225 int at; 2952 int at;
3226 2953
3227 force = get_archetype (FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 2956 force->speed = 0.1;
3230 force->speed_left = -5.0; 2957 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 2959 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 2961 force->resist[at] = 100;
3235 2962
3236 insert_ob_in_ob (force, op); 2963 insert_ob_in_ob (force, op);
3237 fix_player (op); 2964 op->update_stats ();
3238 2965
3239 } 2966 }
3240 2967
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 2969}
3310
3311 2970
3312void 2971void
3313loot_object (object *op) 2972loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 2973{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 2974 object *tmp, *tmp2, *next;
3316 2975
3317 if (op->container) 2976 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 2977 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 2978
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 2979 for (tmp = op->inv; tmp; tmp = next)
3323 { 2980 {
3324 next = tmp->below; 2981 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 2982
2983 if (tmp->invisible)
3326 continue; 2984 continue;
2985
3327 tmp->remove (); 2986 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 2988 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 2989 { /* empty container to ground */
3331 loot_object (tmp); 2990 loot_object (tmp);
3353 */ 3012 */
3354 3013
3355void 3014void
3356fix_weight (void) 3015fix_weight (void)
3357{ 3016{
3358 player *pl; 3017 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3018 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3020
3364 if (old == sum) 3021 if (old == sum)
3365 continue; 3022 continue;
3366 fix_player (pl->ob); 3023 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3025 }
3369} 3026}
3370 3027
3371void 3028void
3372fix_luck (void) 3029fix_luck (void)
3373{ 3030{
3374 player *pl; 3031 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3033 pl->ob->change_luck (0);
3379} 3034}
3380
3381 3035
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3385 */ 3039 */
3386
3387void 3040void
3388cast_dust (object *op, object *throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3389{ 3042{
3390 object *skop, *spob; 3043 object *skop, *spob;
3391 3044
3436 object *tmp = NULL; 3089 object *tmp = NULL;
3437 3090
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3092 return 1;
3440 3093
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3094 return 0;
3447} 3095}
3448 3096
3449/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3506 3154
3507 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3508 3156
3509 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3510 if (op->type == PLAYER && op->contr->run_on) 3158 if (op->type == PLAYER && op->contr->run_on)
3511 {
3512 if (!skop || num >= skop->level) 3159 if (!skop || num >= skop->level)
3513 { 3160 {
3514 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3515 make_visible (op); 3162 make_visible (op);
3516 return; 3163 return;
3517 } 3164 }
3518 else 3165 else
3519 num += 20; 3166 num += 20;
3520 } 3167
3521 num += op->map->difficulty; 3168 num += op->map->difficulty;
3522 hide = hideability (op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3523 num -= hide; 3170 num -= hide;
3171
3524 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3525 { 3173 {
3526 make_visible (op); 3174 make_visible (op);
3527 if (op->type == PLAYER) 3175 if (op->type == PLAYER)
3528 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3529 } 3177 }
3530 else if (op->type == PLAYER && skop) 3178 else if (op->type == PLAYER && skop)
3531 {
3532 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3533 }
3534} 3180}
3535 3181
3536/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3537 3183
3538int 3184int
3565 if (mflags & P_OUT_OF_MAP) 3211 if (mflags & P_OUT_OF_MAP)
3566 continue; 3212 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3214 continue;
3569 3215
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3217 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3219 return 1;
3574 else if (tmp->type == PLAYER) 3220 else if (tmp->type == PLAYER)
3575 { 3221 {
3605 if (pl->type != PLAYER) 3251 if (pl->type != PLAYER)
3606 { 3252 {
3607 LOG (llevError, "player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3608 return -1; 3254 return -1;
3609 } 3255 }
3256
3610 if (!pl || !op) 3257 if (!pl || !op)
3611 return 0; 3258 return 0;
3612 3259
3613 if (op->head)
3614 {
3615 op = op->head; 3260 op = op->head_ ();
3616 } 3261
3617 get_rangevector (pl, op, &rv, 0x1); 3262 get_rangevector (pl, op, &rv, 0x1);
3618 3263
3619 /* starting with the 'head' part, lets loop 3264 /* starting with the 'head' part, lets loop
3620 * through the object and find if it has any 3265 * through the object and find if it has any
3621 * part that is in the los array but isnt on 3266 * part that is in the los array but isnt on
3629 3274
3630 /* only the viewable area the player sees is updated by LOS 3275 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3276 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3277 * for any meaningful values.
3633 */ 3278 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3282 return 1;
3638 op = op->more; 3283 op = op->more;
3639 } 3284 }
3640 return 0; 3285 return 0;
3641} 3286}
3751 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3752 return; 3397 return;
3753 3398
3754 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3755 3400
3756 if (tr == NULL || tr->item == NULL) 3401 if (!tr || !tr->item)
3757 { 3402 {
3758 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3759 return; 3404 return;
3760 } 3405 }
3761 3406
3827 { 3472 {
3828 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3474 object *skin;
3830 3475
3831 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479 ;
3480
3833 if (skin == NULL) 3481 if (!skin)
3834 return; 3482 return;
3835 3483
3836 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3486 {

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