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Comparing deliantra/server/server/player.C (file contents):
Revision 1.44 by root, Sat Dec 16 03:21:08 2006 UTC vs.
Revision 1.94 by root, Mon Jan 8 14:29:05 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];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 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;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 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
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 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);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268 p->no_shout = 0; /* default can shout */
269
270 assign (p->title, op->arch->clone.name);
271 op->race = op->arch->clone.race;
272
273 CLEAR_FLAG (op, FLAG_READY_SKILL);
274
275 /* we need to clear these to -1 and not zero - otherwise,
276 * if a player quits and starts a new character, we wont
277 * send new values to the client, as things like exp start
278 * at zero.
279 */
280 for (i = 0; i < NUM_SKILLS; i++)
281 {
282 p->last_skill_exp[i] = -1;
283 p->last_skill_ob[i] = NULL;
284 }
285
286 for (i = 0; i < NROFATTACKS; i++)
287 p->last_resist[i] = -1;
288
289 p->last_stats.exp = -1;
290 p->last_weight = (uint32) - 1;
291
292 p->socket->update_look = 0;
293 p->socket->look_position = 0;
294
295 return p;
296}
297
298/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
299static void 154static void
300set_first_map (object *op) 155set_first_map (object *op)
301{ 156{
302 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
303 op->x = -1; 158 op->x = -1;
304 op->y = -1; 159 op->y = -1;
305 enter_exit (op, NULL);
306} 160}
307 161
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)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247
248 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race;
251
252 if (!legal_range (ob, shoottype))
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 16; /* Every 2 seconds */
350 outputs_count = 8; /* Keeps present behaviour */
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal;
358 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers;
361 peaceful = 1; /* default peaceful */
362 do_los = 1;
363}
364
365void
366player::do_destroy ()
367{
368 disconnect ();
369
370 attachable::do_destroy ();
371
372 if (ob)
373 {
374 ob->destroy_inv (false);
375 ob->destroy ();
376 }
377}
378
379player::~player ()
380{
381 /* Clear item stack */
382 free (stack_items);
383}
384
308/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
309 * All we can really get in this is some settings like host and display 386 * All we can really get in this is some settings like host and display
310 * mode. 387 * mode.
311 */ 388 */
312 389player *
313int 390player::create ()
314add_player (client *ns)
315{ 391{
316 player *p = new player; 392 player *pl = new player;
317 393
318 p->socket = ns; 394 pl->set_object (arch_to_object (get_player_archetype (0)));
319 ns->pl = p;
320
321 p->next = first_player;
322 first_player = p;
323
324 p = get_player (p);
325
326 set_first_map (p->ob); 395 set_first_map (pl->ob);
327 396
328 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
329 add_friendly_object (p->ob);
330 send_rules (p->ob);
331 send_news (p->ob);
332 display_motd (p->ob);
333 get_name (p->ob);
334
335 return 0; 397 return pl;
336} 398}
337 399
338/* 400/*
339 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
349 { 411 {
350 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
351 at = first_archetype; 413 at = first_archetype;
352 else 414 else
353 at = at->next; 415 at = at->next;
416
354 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
355 return at; 418 return at;
419
356 if (at == start) 420 if (at == start)
357 { 421 {
358 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 423 exit (-1);
360 } 424 }
361 } 425 }
362} 426}
363 427
364
365object * 428object *
366get_nearest_player (object *mon) 429get_nearest_player (object *mon)
367{ 430{
368 object *op = NULL; 431 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 432 objectlink *ol;
371 unsigned lastdist; 433 unsigned lastdist;
372 rv_vector rv; 434 rv_vector rv;
373 435
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 437 {
376 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 445 object *tmp = ol->ob;
384 446
385 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 448 * itself will have been cleared.
387 */ 449 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
389 ol = ol->next; 452 ol = ol->next;
390 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
391 if (!ol) 454 if (!ol)
392 return op; 455 return op;
393 } 456 }
406 { 469 {
407 op = ol->ob; 470 op = ol->ob;
408 lastdist = rv.distance; 471 lastdist = rv.distance;
409 } 472 }
410 } 473 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 474
412 { 475 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
417 { 478 {
418 op = pl->ob; 479 op = pl->ob;
419 lastdist = rv.distance; 480 lastdist = rv.distance;
420 } 481 }
421 } 482
422 }
423#if 0 483#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 485#endif
426 return op; 486 return op;
427} 487}
445 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 507 * is probably not a good thing.
448 */ 508 */
449#define MAX_SPACES 50 509#define MAX_SPACES 50
450
451 510
452/* 511/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
695 link_player_skills (pl); 754 link_player_skills (pl);
696} 755}
697 756
698void 757void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
783{ 759{
784 if (party == NULL) 760 if (party == NULL)
785 { 761 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 763 return;
788 } 764 }
765
789 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 770}
794
795 771
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 773static int
798roll_stat (void) 774roll_stat (void)
799{ 775{
800 int a[4], i, j, k; 776 int a[4], i, j, k;
801 777
802 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 782 if (a[i] < k)
807 k = a[i], j = i; 783 k = a[i], j = i;
808 784
809 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 786 if (i != j)
812 k += a[i]; 787 k += a[i];
813 } 788
814 return k; 789 return k;
815} 790}
816 791
817void 792void
818roll_stats (object *op) 793object::roll_stats ()
819{ 794{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 795 int statsort [7];
823 796
824 do 797 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 798 {
835 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
836 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
837 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 809
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
870 817
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 818 stats.exp = 0;
882 op->stats.ac = 0; 819 stats.ac = 0;
883 820
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
892 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
893} 833}
894 834
895void 835void
896Roll_Again (object *op) 836object::swap_stats (int a, int b)
897{ 837{
898 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 840 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 841
903void 842 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849
850 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats
852 stats.ac = 0;
853
854 level = 1;
855 stats.exp = 0;
856 stats.ac = 0;
857
858 stats.hp = stats.maxhp;
859 stats.sp = stats.maxsp;
860 stats.grace = stats.maxgrace;
861
862 if (contr)
863 {
864 contr->levhp[1] = 9;
865 contr->levsp[1] = 6;
866 contr->levgrace[1] = 3;
867
868 contr->orig_stats = stats;
869 }
870}
871
872static void
873start_info (object *op)
905{ 874{
906 signed char tmp;
907 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
908 876
909 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 881}
1024 882
1025/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1029 * not the class. 887 * not the class.
1030 */ 888 */
1031
1032int 889int
1033key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1034{ 891{
1035 int tmp_loop; 892 int tmp_loop;
1036 893
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1044 { 895 {
1045 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1046 897
1047 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 903 create_treasure (tl, op, 0, 0, 0);
1053 904
1054 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1056 907
1057 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1058 909
1059 if (op->msg) 910 if (op->msg)
1060 op->msg = NULL; 911 op->msg = NULL;
1061 912
1062 /* We create this now because some of the unique maps will need it 913 /* We create this now because some of the unique maps will need it
1071 start_info (op); 922 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 925 link_player_skills (op);
1075 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1076 fix_player (op); 927 op->update_stats ();
1077 928
1078 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1079 * is one for this race 930 * is one for this race
1080 */ 931 */
1081 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1082 { 933 {
1083 object *tmp; 934 object *tmp;
1084 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1085 936
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 938 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1093 * default initial map */ 944 * default initial map */
1094 tmp->destroy (); 945 tmp->destroy ();
1095 } 946 }
1096 else 947 else
1097 {
1098 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1099 } 949
1100 return 0; 950 return 0;
1101 } 951 }
1102 952
1103 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1104 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1108 while (!tmp_loop) 958 while (!tmp_loop)
1109 { 959 {
1110 shstr name = op->name; 960 shstr name = op->name;
1111 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1112 962
1113 remove_statbonus (op); 963 op->remove_statbonus ();
1114 op->remove (); 964 op->remove ();
1115 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1116 op->arch->clone.copy_to (op); 966 op->arch->clone.copy_to (op);
1117 op->instantiate (); 967 op->instantiate ();
1118 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1120 op->x = x; 970 op->x = x;
1121 op->y = y; 971 op->y = y;
1122 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1123 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1124 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1125 add_statbonus (op); 975 op->add_statbonus ();
1126 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1127 } 977 }
1128 978
1129 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1130 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1131 fix_player (op); 981 op->update_stats ();
1132 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1133 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1134 op->stats.grace = 0; 984 op->stats.grace = 0;
1135 985
1136 if (op->msg) 986 if (op->msg)
1137 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1138 988
1139 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1140 return 0; 990 return 0;
1141}
1142
1143int
1144key_confirm_quit (object *op, char key)
1145{
1146 char buf[MAX_BUF];
1147
1148 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1149 {
1150 op->contr->state = ST_PLAYING;
1151 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1152 return 1;
1153 }
1154
1155 INVOKE_PLAYER (LOGOUT, op->contr);
1156 INVOKE_PLAYER (QUIT, op->contr);
1157
1158 terminate_all_pets (op);
1159 leave_map (op);
1160 op->direction = 0;
1161 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1162
1163 strcpy (op->contr->killer, "quit");
1164 check_score (op);
1165 op->contr->party = NULL;
1166 if (settings.set_title == TRUE)
1167 op->contr->own_title[0] = '\0';
1168
1169 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1170 {
1171 maptile *mp, *next;
1172
1173 /* We need to hunt for any per player unique maps in memory and
1174 * get rid of them. The trailing slash in the path is intentional,
1175 * so that players named 'Ab' won't match against players 'Abe' pathname
1176 */
1177 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1178 for (mp = first_map; mp != NULL; mp = next)
1179 {
1180 next = mp->next;
1181 if (!strncmp (mp->path, buf, strlen (buf)))
1182 delete_map (mp);
1183 }
1184
1185 delete_character (op->name, 1);
1186 }
1187
1188 play_again (op);
1189 return 1;
1190} 991}
1191 992
1192void 993void
1193flee_player (object *op) 994flee_player (object *op)
1194{ 995{
1224 { 1025 {
1225 op->enemy = NULL; 1026 op->enemy = NULL;
1226 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1227 return; 1028 return;
1228 } 1029 }
1030
1229 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1230 1032
1231 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1232 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1233 { 1035 {
1234 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1235 1037
1236 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1237 {
1238 return; 1039 return;
1239 }
1240 } 1040 }
1041
1241 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1242 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1243 op->enemy = NULL; 1044 op->enemy = NULL;
1244} 1045}
1245 1046
1331 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1332 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1333 else 1134 else
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1336 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1337
1338 sprintf (putstring, "...flags: ");
1339 for (k = 0; k < 4; k++)
1340 {
1341 for (j = 0; j < 32; j++)
1342 {
1343 if ((tmp->flags[k] >> j) & 0x01)
1344 {
1345 sprintf (tmpstr, "%d ", k * 32 + j);
1346 strcat (putstring, tmpstr);
1347 }
1348 }
1349 }
1350 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1351
1352#if 0
1353 /* print the flags too */
1354 for (k = 0; k < 4; k++)
1355 {
1356 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1357 for (j = 0; j < 32; j++)
1358 {
1359 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1360 if (!((j + 1) % 4))
1361 fprintf (stderr, " ");
1362 }
1363 fprintf (stderr, " [%d]\n", k * 32);
1364 }
1365#endif
1366 } 1139 }
1140
1367 /* philosophy: 1141 /* philosophy:
1368 * It's easy to grab an item type from a pile, as long as it's 1142 * It's easy to grab an item type from a pile, as long as it's
1369 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1370 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1371 * grab-as-you-run type mode that's really useful for arrows for 1145 * grab-as-you-run type mode that's really useful for arrows for
1372 * example. 1146 * example.
1373 * The drawback: right now it has no frontend, so you need to 1147 * The drawback: right now it has no frontend, so you need to
1374 * stick the bits you want into a calculator in hex mode and then 1148 * stick the bits you want into a calculator in hex mode and then
1375 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1801 if (!dir) 1575 if (!dir)
1802 { 1576 {
1803 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1804 return 0; 1578 return 0;
1805 } 1579 }
1580
1806 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1807 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1808 else 1583 else
1809 { 1584 {
1810 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1818 { 1593 {
1819 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1820 return 0; 1595 return 0;
1821 } 1596 }
1822 } 1597 }
1598
1823 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1824 { 1600 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1826 return 0; 1602 return 0;
1827 } 1603 }
1829 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1830 1606
1831 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1832 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1833 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1834 if (bowspeed < 1) 1611 if (bowspeed < 1)
1835 bowspeed = 1; 1612 bowspeed = 1;
1836 1613
1837 if (arrow == NULL) 1614 if (arrow == NULL)
1838 { 1615 {
1844 else 1621 else
1845 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1846 return 0; 1623 return 0;
1847 } 1624 }
1848 } 1625 }
1626
1849 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1850 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1851 {
1852 return 0; 1629 return 0;
1853 } 1630
1854 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1855 { 1632 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1633 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1857 return 0; 1634 return 0;
1858 } 1635 }
1864 return 0; 1641 return 0;
1865 } 1642 }
1866 1643
1867 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1868 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1869 if (arrow == NULL) 1646 if (!arrow)
1870 { 1647 {
1871 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1872 return 0; 1649 return 0;
1873 } 1650 }
1651
1874 arrow->set_owner (op); 1652 arrow->set_owner (op);
1875 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1876
1877 arrow->direction = dir; 1654 arrow->direction = dir;
1878 arrow->x = sx;
1879 arrow->y = sy;
1880 1655
1881 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1882 { 1657 {
1883 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1884 fix_player (op); 1659 op->update_stats ();
1885 } 1660 }
1886 1661
1887 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1888 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1889 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1899 1674
1900 /* update the speed */ 1675 /* update the speed */
1901 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1902 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1903 1678
1904 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1905 arrow->speed = 1.0;
1906 update_ob_speed (arrow);
1907 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1908 1681
1909 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1910 { 1683 {
1911 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1921 } 1694 }
1922 1695
1923 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1924 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1925 1698
1926 if (bow->slaying != NULL) 1699 if (bow->slaying)
1927 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1928 1701
1929 arrow->map = m;
1930 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1931 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1932 1704
1933 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1934 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1935 1707
1936 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1937 move_arrow (arrow); 1709 move_arrow (arrow);
1938 1710
1939 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1965 } 1737 }
1966 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1967 { 1739 {
1968 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1969 wcmod = -1; 1741 wcmod = -1;
1742
1970 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1971 } 1744 }
1972 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1973 { 1746 {
1974 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2044 1817
2045 if (item->arch) 1818 if (item->arch)
2046 { 1819 {
2047 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2048 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2049 item->speed = 0; 1822 item->set_speed (0);
2050 update_ob_speed (item);
2051 } 1823 }
1824
2052 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2053 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2054 } 1827 }
2055 } 1828 }
2056 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2057 {
2058 drain_rod_charge (item); 1830 drain_rod_charge (item);
2059 }
2060 } 1831 }
2061} 1832}
2062 1833
2063/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2064 */ 1835 */
2103 { 1874 {
2104 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2105 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2106 return; 1877 return;
2107 } 1878 }
1879
2108 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2109 return; 1881 return;
2110 case range_builder: 1882 case range_builder:
2111 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2112 return; 1884 return;
2113 default: 1885 default:
2207 * 0 otherwise 1979 * 0 otherwise
2208 */ 1980 */
2209static int 1981static int
2210player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2211{ 1983{
2212
2213 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a use a key. If we do destroy the door,
2214 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
2215 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2216 */ 1987 */
2217 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2255 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2256 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2257 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2258 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2259 */ 2030 */
2260
2261void 2031void
2262move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2263{ 2033{
2264 object *tmp, *mon; 2034 object *tmp, *mon;
2265 sint16 nx, ny; 2035 sint16 nx, ny;
2267 maptile *m; 2037 maptile *m;
2268 2038
2269 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2270 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2271 2041
2272 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2273 2043
2274 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2275 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2276 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2277 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2282 */ 2052 */
2283 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2284 { 2054 {
2285 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2286 { 2056 {
2287 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2288 if (!m) 2058 if (!m)
2289 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2290 } 2060 }
2291 else 2061 else
2292 m = op->map; 2062 m = op->map;
2293 2063
2294 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2295 {
2296 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2297 return; 2065 return;
2298 }
2299 2066
2300 mon = NULL; 2067 mon = 0;
2301 /* Go through all the objects, and find ones of interest. Only stop if 2068 /* Go through all the objects, and find ones of interest. Only stop if
2302 * we find a monster - that is something we know we want to attack. 2069 * we find a monster - that is something we know we want to attack.
2303 * if its a door or barrel (can roll) see if there may be monsters 2070 * if its a door or barrel (can roll) see if there may be monsters
2304 * on the space 2071 * on the space
2305 */ 2072 */
2306 while (tmp != NULL) 2073 while (tmp)
2307 { 2074 {
2308 if (tmp == op) 2075 if (tmp == op)
2309 { 2076 {
2310 tmp = tmp->above; 2077 tmp = tmp->above;
2311 continue; 2078 continue;
2321 mon = tmp; 2088 mon = tmp;
2322 2089
2323 tmp = tmp->above; 2090 tmp = tmp->above;
2324 } 2091 }
2325 2092
2326 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2327 return; /* into a wall */ 2094 return; /* into a wall */
2328 2095
2329 if (mon->head != NULL) 2096 if (mon->head)
2330 mon = mon->head; 2097 mon = mon->head;
2331 2098
2332 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2333 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2334 return; 2101 return;
2356 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2357 { 2124 {
2358 /* If we're braced, we don't want to switch places with it */ 2125 /* If we're braced, we don't want to switch places with it */
2359 if (op->contr->braced) 2126 if (op->contr->braced)
2360 return; 2127 return;
2128
2361 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2362 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2363 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2364 make_visible (op); 2132 make_visible (op);
2133
2365 return; 2134 return;
2366 } 2135 }
2367 2136
2368 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2369 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2371 * attack them either. 2140 * attack them either.
2372 */ 2141 */
2373 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2374 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2375#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2376 (op->contr->peaceful 2145 (op->contr->peaceful
2377 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2378 && mon->contr-> 2147 && mon->contr->
2379 peaceful)) && 2148 peaceful)) &&
2380#else 2149#else
2381 op->contr->peaceful && 2150 op->contr->peaceful &&
2382#endif 2151#endif
2383 !on_battleground)) 2152 !on_battleground))
2384 { 2153 {
2385 if (!op->contr->braced) 2154 if (!op->contr->braced)
2386 { 2155 {
2387 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2388 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2389 } 2158 }
2390 else 2159 else
2391 {
2392 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2393 } 2161
2394 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2395 make_visible (op); 2163 make_visible (op);
2396 } 2164 }
2397 2165
2398 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2409 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2410 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2411 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2412 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2413 */ 2181 */
2414
2415 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2416 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2417 { 2184 {
2418 2185
2419 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2426 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2427 2194
2428 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2429 } 2196 }
2430 2197
2431 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2432 2199
2433 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2434 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2435 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2436 * the wiz. 2203 * the wiz.
2438 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2439 { 2206 {
2440 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2441 2208
2442 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2443 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2444 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2445 } 2212 }
2213
2446 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2447 make_visible (op); 2215 make_visible (op);
2448 } 2216 }
2449 } /* if player should attack something */ 2217 } /* if player should attack something */
2450} 2218}
2452int 2220int
2453move_player (object *op, int dir) 2221move_player (object *op, int dir)
2454{ 2222{
2455 int pick; 2223 int pick;
2456 2224
2457 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2458 return 0; 2226 return 0;
2459 2227
2460 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2461 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2462 { 2230 {
2463 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2464 return 0; 2232 return 0;
2465 } 2233 }
2466 2234
2467 /* peterm: added following line */ 2235 /* peterm: added following line */
2468 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2469 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2470 2238
2471 op->facing = dir; 2239 op->facing = dir;
2472 2240
2485 2253
2486 /* Add special check for newcs players and fire on - this way, the 2254 /* Add special check for newcs players and fire on - this way, the
2487 * server can handle repeat firing. 2255 * server can handle repeat firing.
2488 */ 2256 */
2489 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2490 {
2491 op->direction = dir; 2258 op->direction = dir;
2492 }
2493 else 2259 else
2494 {
2495 op->direction = 0; 2260 op->direction = 0;
2496 } 2261
2497 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2498 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2499 * for players. 2264 * for players.
2500 */ 2265 */
2501 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2553 2318
2554 /* call this here - we also will call this in do_ericserver, but 2319 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2321 * called, so we recheck it here.
2557 */ 2322 */
2558 op->contr->socket->handle_command (); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2559 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2560 return 0; 2327 {
2561
2562 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2563 { 2329 {
2564 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2565 op->speed_left--; 2331 op->speed_left--;
2566 2332
2567 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2568 * of it. Also, some of the skill stuff is only put in 2334 * of it. Also, some of the skill stuff is only put in
2569 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2570 */ 2336 */
2571 move_player (op, op->direction); 2337 move_player (op, op->direction);
2572 if (op->speed_left > 0) 2338
2573 return 1; 2339 return op->speed_left > 0;
2574 else 2340 }
2575 return 0;
2576 } 2341 }
2577 2342
2578 return 0; 2343 return 0;
2579} 2344}
2580 2345
2600 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2601 2366
2602 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2603 op->stats.food = 999; 2368 op->stats.food = 999;
2604 2369
2605 fix_player (op); 2370 op->update_stats ();
2606 return 1; 2371 return 1;
2607 } 2372 }
2608 2373
2609 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2610 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2622{ 2387{
2623 object *next; 2388 object *next;
2624 2389
2625 while (op) 2390 while (op)
2626 { 2391 {
2627 next = op->below; /* Make sure we have a good value, in case 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2628 * we remove object 'op' 2393
2629 */
2630 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2631 { 2395 {
2632 op->remove ();
2633 op->x = env->x;
2634 op->y = env->y;
2635 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2636 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2637 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2638 } 2400 }
2639 else if (op->inv) 2401 else if (op->inv)
2640 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2641 2403
2642 op = next; 2404 op = next;
2643 } 2405 }
2644} 2406}
2645
2646 2407
2647/* 2408/*
2648 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2649 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2650 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2684 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2685 strcat (buf2, buf); 2446 strcat (buf2, buf);
2686 2447
2687 return buf2; 2448 return buf2;
2688} 2449}
2689
2690
2691 2450
2692void 2451void
2693do_some_living (object *op) 2452do_some_living (object *op)
2694{ 2453{
2695 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2704 const int max_grace = 1; 2463 const int max_grace = 1;
2705 2464
2706 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2707 { 2466 {
2708 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2709 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2710 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2711 } 2470 }
2712 2471
2713 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2714 { 2473 {
2715
2716 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2717 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2718 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2719 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2720 else 2478 else
2721 { 2479 {
2722 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2723 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2724 } 2482 }
2483
2725 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2726 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2727 else 2486 else
2728 { 2487 {
2729 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2730 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2731 } 2490 }
2491
2732 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2733 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2734 else 2494 else
2735 { 2495 {
2736 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2752 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2753 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2754 op->stats.food = last_food; 2514 op->stats.food = last_food;
2755 } 2515 }
2756 } 2516 }
2517
2757 if (max_sp > 1) 2518 if (max_sp > 1)
2758 { 2519 {
2759 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2760 if (over_sp > 0) 2521 if (over_sp > 0)
2761 { 2522 {
2762 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2763 { 2524 {
2764 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2765 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2766 op->stats.sp--; 2528 op->stats.sp--;
2529
2767 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2768 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2769 } 2532 }
2770 op->last_sp = 0; 2533 op->last_sp = 0;
2771 } 2534 }
2772 else 2535 else
2773 {
2774 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2775 }
2776 } 2537 }
2777 else 2538 else
2778 {
2779 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2780 }
2781 } 2540 }
2782 2541
2783 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2784 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2785 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2786 { 2545 {
2787 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2788 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2789 if (max_grace > 1) 2549 if (max_grace > 1)
2790 { 2550 {
2791 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2792 if (over_grace > 0) 2552 if (over_grace > 0)
2793 { 2553 {
2821 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2822 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2823 op->stats.food = last_food; 2583 op->stats.food = last_food;
2824 } 2584 }
2825 } 2585 }
2586
2826 if (max_hp > 1) 2587 if (max_hp > 1)
2827 { 2588 {
2828 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2829 if (over_hp > 0) 2590 if (over_hp > 0)
2830 { 2591 {
2854 2615
2855 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2856 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2857 else 2618 else
2858 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2859 /* dms do not consume food */ 2621 /* dms do not consume food */
2860 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2861 op->stats.food--; 2623 op->stats.food--;
2862 } 2624 }
2863 }
2864 2625
2865 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2866 { 2627 {
2867 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2868 2629
2869 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2870 { 2631 {
2871 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2872 {
2873 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2874 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2875 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2876 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2877 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2878 break; 2639 break;
2879 } 2640 }
2880 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2881 flesh = tmp; 2642 flesh = tmp;
2882 } /* End if paid for object */ 2643 } /* End if paid for object */
2883 } /* end of for loop */ 2644 } /* end of for loop */
2645
2884 /* If player is still starving, it means they don't have any food, so 2646 /* If player is still starving, it means they don't have any food, so
2885 * eat flesh instead. 2647 * eat flesh instead.
2886 */ 2648 */
2887 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2888 { 2650 {
2889 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2890 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2891 } 2653 }
2892 } /* end if player is starving */ 2654 }
2893 2655
2894 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2895 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2896 2658
2897 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2898 kill_player (op); 2660 kill_player (op);
2661 }
2899} 2662}
2900
2901
2902 2663
2903/* If the player should die (lack of hp, food, etc), we call this. 2664/* If the player should die (lack of hp, food, etc), we call this.
2904 * op is the player in jeopardy. If the player can not be saved (not 2665 * op is the player in jeopardy. If the player can not be saved (not
2905 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2906 * file. 2667 * file.
2936 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2938 2699
2939 /* restore player */ 2700 /* restore player */
2940 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2941 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2942 if (tmp)
2943 { 2703 {
2944 tmp->destroy (); 2704 tmp->destroy ();
2945 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2946 } 2706 }
2947 2707
2948 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2949 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2950 if (tmp)
2951 { 2710 {
2952 tmp->destroy (); 2711 tmp->destroy ();
2953 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2954 } 2713 }
2955 2714
2957 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2958 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2959 op->stats.food = 999; 2718 op->stats.food = 999;
2960 2719
2961 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2962 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2963 if (tmp != NULL)
2964 { 2722 {
2965 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2966 tmp->name = buf; 2724 tmp->name = buf;
2967 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2968 " the %s, when he was defeated at\n level %d by %s.\n", 2726 " the %s, when he was defeated at\n level %d by %s.\n",
2969 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2970 tmp->msg = buf; 2728 tmp->msg = buf;
2971 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2972 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2973 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2974 insert_ob_in_map (tmp, op->map, op, 0);
2975 } 2732 }
2976 2733
2977 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2978 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2979 op->contr->braced = 0; 2736 op->contr->braced = 0;
2984 2741
2985 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2986 2743
2987 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2988 { 2745 {
2989 if (op->contr->explore)
2990 {
2991 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2992 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2993 op->stats.food = 999;
2994 return;
2995 }
2996 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2997 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
2998 } 2748 }
2999 else 2749 else
3000 {
3001 if (op->contr->explore)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3004 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3005 op->stats.hp = op->stats.maxhp;
3006 return;
3007 }
3008 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3009 } 2751
3010 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3011 2753
3012 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3013 x = op->x; 2755 x = op->x;
3014 y = op->y; 2756 y = op->y;
3015 map = op->map; 2757 map = op->map;
3016 2758
3017
3018 if (settings.not_permadeth == TRUE)
3019 {
3020 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3021 * life if they are dead - it takes some exp and a random stat. 2760 * life if they are dead - it takes some exp and a random stat.
3022 * See the config.h file for a little more in depth detail about this. 2761 * See the config.h file for a little more in depth detail about this.
3023 */ 2762 */
3024 2763
3025 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3026 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3027 * of death. 2766 * of death.
3028 */ 2767 */
3029#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3030 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3031 { 2770 {
3032 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3033 /* Lower level chars don't lose as many stats because they suffer 2772 /* Lower level chars don't lose as many stats because they suffer
3034 more if they do. */ 2773 more if they do. */
3035 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3036 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3037 little bit harder. */ 2776 little bit harder. */
3038 /* GD */ 2777 /* GD */
3039 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3040 num_stats_lose = 1; 2779 num_stats_lose = 1;
3041 else
3042 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3043 }
3044 else 2780 else
3045 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3046 num_stats_lose = 1; 2784 num_stats_lose = 1;
3047 } 2785
3048 lost_a_stat = 0; 2786 lost_a_stat = 0;
3049 2787
3050 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3051 { 2789 {
3052 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3053 2791
3054 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3055 { 2793 {
3056 /* Pick a random stat and take a point off it. Tell the player 2794 /* Pick a random stat and take a point off it. Tell the player
3057 * what he lost. 2795 * what he lost.
3058 */ 2796 */
3059 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3060 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3061 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3062 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3063 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3064 lost_a_stat = 1; 2802 lost_a_stat = 1;
2803 }
2804 else
2805 {
2806 /* deplete a stat */
2807 archetype *deparch = archetype::find ("depletion");
2808 object *dep;
2809
2810 dep = present_arch_in_ob (deparch, op);
2811 if (!dep)
2812 {
2813 dep = arch_to_object (deparch);
2814 insert_ob_in_ob (dep, op);
3065 } 2815 }
3066 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3067 { 2818 {
3068 /* deplete a stat */ 2819 /* GD */
3069 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3070 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3071 2822 if (this_stat < 0)
3072 dep = present_arch_in_ob (deparch, op);
3073 if (!dep)
3074 { 2823 {
3075 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3076 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3077 } 2826
3078 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3079 if (settings.balanced_stat_loss)
3080 {
3081 /* GD */
3082 /* Get the stat that we're about to deplete. */
3083 this_stat = get_attr_value (&(dep->stats), i);
3084 if (this_stat < 0) 2828 if (keep_chance < 1)
2829 keep_chance = 1;
2830
2831 /* There is a maximum depletion total per level. */
2832 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3085 { 2833 {
3086 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3087 int keep_chance = this_stat * this_stat;
3088
3089 /* Yes, I am paranoid. Sue me. */
3090 if (keep_chance < 1)
3091 keep_chance = 1;
3092
3093 /* There is a maximum depletion total per level. */
3094 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3095 {
3096 lose_this_stat = 0; 2834 lose_this_stat = 0;
3097 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3098 retain the stat. */ 2836 retain the stat. */
3099 }
3100 else
3101 {
3102 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3103 lose_this_stat = 0;
3104 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3105 this_stat, keep_chance, loss_chance,
3106 lose_this_stat?"LOSE":"KEEP"); */
3107 }
3108 } 2837 }
3109 }
3110
3111 if (lose_this_stat)
3112 {
3113 this_stat = get_attr_value (&(dep->stats), i);
3114 /* We could try to do something clever like find another
3115 * stat to reduce if this fails. But chances are, if
3116 * stats have been depleted to -50, all are pretty low
3117 * and should be roughly the same, so it shouldn't make a
3118 * difference.
3119 */ 2838 else
3120 if (this_stat >= -50)
3121 { 2839 {
3122 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3123 SET_FLAG (dep, FLAG_APPLIED);
3124 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3125 fix_player (op);
3126 lost_a_stat = 1; 2841 lose_this_stat = 0;
2842 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2843 this_stat, keep_chance, loss_chance,
2844 lose_this_stat?"LOSE":"KEEP"); */
3127 } 2845 }
3128 } 2846 }
3129 } 2847 }
2848
2849 if (lose_this_stat)
2850 {
2851 this_stat = get_attr_value (&(dep->stats), i);
2852 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a
2856 * difference.
2857 */
2858 if (this_stat >= -50)
2859 {
2860 change_attr_value (&(dep->stats), i, -1);
2861 SET_FLAG (dep, FLAG_APPLIED);
2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2863 op->update_stats ();
2864 lost_a_stat = 1;
2865 }
3130 } 2866 }
2867 }
2868 }
3131 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3132 if (!lost_a_stat) 2870 if (!lost_a_stat)
3133 { 2871 {
3134 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3135 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3136 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3137 2875
3138 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3139 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3140 else 2878 else
3141 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3142 } 2880 }
3143#else 2881#else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3145#endif 2883#endif
3146 2884
3147 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3148 * exp loss on the stone. 2886 * exp loss on the stone.
3149 */ 2887 */
3150 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3151 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3152 tmp->name = buf; 2890 tmp->name = buf;
3153 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3154 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3155 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); 2893 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);
3156 tmp->msg = buf; 2894 tmp->msg = buf;
3157 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3158 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3159 2897
3160 /**************************************/ 2898 /**************************************/
3161 /* */ 2899 /* */
3162 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3163 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3164 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3165 /* */ 2903 /* */
3166 /**************************************/ 2904 /**************************************/
3167 2905
3168 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3169 /* restore player */ 2907 /* restore player */
3170 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3171 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3172 2910
3173 if (tmp) 2911 if (tmp)
3174 { 2912 {
3175 tmp->destroy (); 2913 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3177 } 2915 }
3178 2916
3179 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3180 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3181 if (tmp) 2919 if (tmp)
3182 { 2920 {
3183 tmp->destroy (); 2921 tmp->destroy ();
3184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3185 } 2923 }
3186 2924
3187 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3188 2926
3189 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3190 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3191 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3192 op->stats.food = 900; 2930 op->stats.food = 900;
3193 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3194 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3195 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3196 2934
3197 /* 2935 /*
3198 * Check to see if the player is in a shop. IF so, then check to see if 2936 * Check to see if the player is in a shop. IF so, then check to see if
3199 * the player has any unpaid items. If so, remove them and put them back 2937 * the player has any unpaid items. If so, remove them and put them back
3200 * in the map. 2938 * in the map.
3201 */ 2939 */
3202 2940
3203 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3204 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3205 2943
3206 /****************************************/ 2944 /****************************************/
3207 /* */ 2945 /* */
3208 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3209 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3210 /* */ 2948 /* */
3211 /****************************************/ 2949 /****************************************/
3212 2950
3213 enter_player_savebed (op); 2951 enter_player_savebed (op);
3214 2952
3215 /* Save the player before inserting the force to reduce
3216 * chance of abuse.
3217 */
3218 op->contr->braced = 0; 2953 op->contr->braced = 0;
3219 save_player (op, 1);
3220 2954
3221 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3222 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3223 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3224 * on the space that might harm the player. 2958 * on the space that might harm the player.
3225 */ 2959 */
3226 will_kill_again = 0; 2960 will_kill_again = 0;
3227 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2961 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3228 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3229 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3230 2964
3231 if (will_kill_again) 2965 if (will_kill_again)
3232 { 2966 {
3233 object *force; 2967 object *force;
3234 int at; 2968 int at;
3235 2969
3236 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3237 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3238 force->speed = 0.1; 2972 force->speed = 0.1;
3239 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3240 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3241 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3242 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3243 force->resist[at] = 100; 2977 force->resist[at] = 100;
3244 2978
3245 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3246 fix_player (op); 2980 op->update_stats ();
3247 2981
3248 } 2982 }
3249 2983
3250 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3251 return;
3252 } /* NOT_PERMADETH */
3253 else
3254 {
3255 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3256 * should probably be embedded in an else statement.
3257 */
3258
3259 op->contr->party = NULL;
3260 if (settings.set_title == TRUE)
3261 op->contr->own_title[0] = '\0';
3262 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3263 check_score (op);
3264
3265 if (op->contr->ranges[range_golem])
3266 {
3267 remove_friendly_object (op->contr->ranges[range_golem]);
3268 op->contr->ranges[range_golem]->destroy ();
3269 op->contr->ranges[range_golem] = 0;
3270 }
3271
3272 loot_object (op); /* Remove some of the items for good */
3273 op->remove ();
3274 op->direction = 0;
3275
3276 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3277 {
3278 delete_character (op->name, 0);
3279 if (settings.resurrection == TRUE)
3280 {
3281 /* save playerfile sans equipment when player dies
3282 ** then save it as player.pl.dead so that future resurrection
3283 ** type spells will work on them nicely
3284 */
3285 delete_character (op->name, 0);
3286 op->stats.hp = op->stats.maxhp;
3287 op->stats.food = 999;
3288
3289 /* set the location of where the person will reappear when */
3290 /* maybe resurrection code should fix map also */
3291 strcpy (op->contr->maplevel, settings.emergency_mapname);
3292 if (op->map != NULL)
3293 op->map = NULL;
3294 op->x = settings.emergency_x;
3295 op->y = settings.emergency_y;
3296 save_player (op, 0);
3297 op->map = map;
3298 /* please see resurrection.c: peterm */
3299 dead_player (op);
3300 }
3301 else
3302 delete_character (op->name, 1);
3303 }
3304
3305 play_again (op);
3306
3307 /* peterm: added to create a corpse at deathsite. */
3308 tmp = arch_to_object (archetype::find ("corpse_pl"));
3309 sprintf (buf, "%s", &op->name);
3310 tmp->name = tmp->name_pl = buf;
3311 tmp->level = op->level;
3312 tmp->x = x;
3313 tmp->y = y;
3314 tmp->msg = gravestone_text (op);
3315 SET_FLAG (tmp, FLAG_UNIQUE);
3316 insert_ob_in_map (tmp, map, NULL, 0);
3317 }
3318} 2985}
3319
3320 2986
3321void 2987void
3322loot_object (object *op) 2988loot_object (object *op)
3323{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3324 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3325 2991
3326 if (op->container) 2992 if (op->container)
3327 { /* close open sack first */
3328 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3329 }
3330 2994
3331 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3332 { 2996 {
3333 next = tmp->below; 2997 next = tmp->below;
3334 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3335 continue; 3000 continue;
3001
3336 tmp->remove (); 3002 tmp->remove ();
3337 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3338 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3339 { /* empty container to ground */ 3005 { /* empty container to ground */
3340 loot_object (tmp); 3006 loot_object (tmp);
3362 */ 3028 */
3363 3029
3364void 3030void
3365fix_weight (void) 3031fix_weight (void)
3366{ 3032{
3367 player *pl; 3033 for_all_players (pl)
3368
3369 for (pl = first_player; pl != NULL; pl = pl->next)
3370 { 3034 {
3371 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3372 3036
3373 if (old == sum) 3037 if (old == sum)
3374 continue; 3038 continue;
3375 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3376 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3377 } 3041 }
3378} 3042}
3379 3043
3380void 3044void
3381fix_luck (void) 3045fix_luck (void)
3382{ 3046{
3383 player *pl; 3047 for_all_players (pl)
3384
3385 for (pl = first_player; pl != NULL; pl = pl->next)
3386 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3387 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3388} 3050}
3389
3390 3051
3391/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3392 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3393 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3394 */ 3055 */
3395
3396void 3056void
3397cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3398{ 3058{
3399 object *skop, *spob; 3059 object *skop, *spob;
3400 3060
3445 object *tmp = NULL; 3105 object *tmp = NULL;
3446 3106
3447 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3448 return 1; 3108 return 1;
3449 3109
3450 if (op->type == PLAYER)
3451 for (tmp = op->inv; tmp; tmp = tmp->below)
3452 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3453 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3454 return 1;
3455 return 0; 3110 return 0;
3456} 3111}
3457 3112
3458/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3459 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3515 3170
3516 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3517 3172
3518 /* its *extremely* hard to run and sneak/hide at the same time! */ 3173 /* its *extremely* hard to run and sneak/hide at the same time! */
3519 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3520 {
3521 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3522 { 3176 {
3523 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3524 make_visible (op); 3178 make_visible (op);
3525 return; 3179 return;
3526 } 3180 }
3527 else 3181 else
3528 num += 20; 3182 num += 20;
3529 } 3183
3530 num += op->map->difficulty; 3184 num += op->map->difficulty;
3531 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3532 num -= hide; 3186 num -= hide;
3187
3533 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3534 { 3189 {
3535 make_visible (op); 3190 make_visible (op);
3536 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3537 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3538 } 3193 }
3539 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3540 {
3541 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3542 }
3543} 3196}
3544 3197
3545/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3546 3199
3547int 3200int
3574 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3575 continue; 3228 continue;
3576 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3229 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3577 continue; 3230 continue;
3578 3231
3579 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3232 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3580 { 3233 {
3581 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3234 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3582 return 1; 3235 return 1;
3583 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3584 { 3237 {
3614 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3615 { 3268 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3270 return -1;
3618 } 3271 }
3272
3619 if (!pl || !op) 3273 if (!pl || !op)
3620 return 0; 3274 return 0;
3621 3275
3622 if (op->head)
3623 {
3624 op = op->head; 3276 op = op->head_ ();
3625 } 3277
3626 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3627 3279
3628 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3281 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3638 3290
3639 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3640 * code, so we need to restrict ourselves to that range of values 3292 * code, so we need to restrict ourselves to that range of values
3641 * for any meaningful values. 3293 * for any meaningful values.
3642 */ 3294 */
3643 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3644 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3645 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3646 return 1; 3298 return 1;
3647 op = op->more; 3299 op = op->more;
3648 } 3300 }
3649 return 0; 3301 return 0;
3650} 3302}
3760 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3761 return; 3413 return;
3762 3414
3763 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3764 3416
3765 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3766 { 3418 {
3767 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3768 return; 3420 return;
3769 } 3421 }
3770 3422
3836 { 3488 {
3837 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3838 object *skin; 3490 object *skin;
3839 3491
3840 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3841 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3495 ;
3496
3842 if (skin == NULL) 3497 if (!skin)
3843 return; 3498 return;
3844 3499
3845 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3846 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3847 { 3502 {

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