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Comparing deliantra/server/server/player.C (file contents):
Revision 1.45 by root, Sat Dec 16 17:16:52 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
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
304 enter_exit (op, NULL);
305} 160}
306 161
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
307/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
308 * 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
309 * mode. 387 * mode.
310 */ 388 */
311 389player *
312int 390player::create ()
313add_player (client *ns)
314{ 391{
315 player *p = new player; 392 player *pl = new player;
316 393
317 p->socket = ns; 394 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 395 set_first_map (pl->ob);
326 396
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 397 return pl;
335} 398}
336 399
337/* 400/*
338 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
348 { 411 {
349 if (at == NULL || at->next == NULL) 412 if (at == NULL || at->next == NULL)
350 at = first_archetype; 413 at = first_archetype;
351 else 414 else
352 at = at->next; 415 at = at->next;
416
353 if (at->clone.type == PLAYER) 417 if (at->clone.type == PLAYER)
354 return at; 418 return at;
419
355 if (at == start) 420 if (at == start)
356 { 421 {
357 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 423 exit (-1);
359 } 424 }
360 } 425 }
361} 426}
362 427
363
364object * 428object *
365get_nearest_player (object *mon) 429get_nearest_player (object *mon)
366{ 430{
367 object *op = NULL; 431 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 432 objectlink *ol;
370 unsigned lastdist; 433 unsigned lastdist;
371 rv_vector rv; 434 rv_vector rv;
372 435
373 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 { 437 {
375 /* 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
376 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
377 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
378 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
382 object *tmp = ol->ob; 445 object *tmp = ol->ob;
383 446
384 /* 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
385 * itself will have been cleared. 448 * itself will have been cleared.
386 */ 449 */
387 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 ());
388 ol = ol->next; 452 ol = ol->next;
389 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
390 if (!ol) 454 if (!ol)
391 return op; 455 return op;
392 } 456 }
405 { 469 {
406 op = ol->ob; 470 op = ol->ob;
407 lastdist = rv.distance; 471 lastdist = rv.distance;
408 } 472 }
409 } 473 }
410 for (pl = first_player; pl != NULL; pl = pl->next) 474
411 { 475 for_all_players (pl)
412 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
413 {
414
415 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
416 { 478 {
417 op = pl->ob; 479 op = pl->ob;
418 lastdist = rv.distance; 480 lastdist = rv.distance;
419 } 481 }
420 } 482
421 }
422#if 0 483#if 0
423 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)");
424#endif 485#endif
425 return op; 486 return op;
426} 487}
444 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
445 * 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
446 * is probably not a good thing. 507 * is probably not a good thing.
447 */ 508 */
448#define MAX_SPACES 50 509#define MAX_SPACES 50
449
450 510
451/* 511/*
452 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
453 * 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
454 * 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
693 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
694 link_player_skills (pl); 754 link_player_skills (pl);
695} 755}
696 756
697void 757void
698get_name (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_NAME;
702 send_query (op->contr->socket, 0, "What is your name?\n:");
703}
704
705void
706get_password (object *op)
707{
708 op->contr->write_buf[0] = '\0';
709 op->contr->state = ST_GET_PASSWORD;
710 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
711}
712
713void
714play_again (object *op)
715{
716 op->contr->state = ST_PLAY_AGAIN;
717 op->chosen_skill = NULL;
718 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
719 /* a bit of a hack, but there are various places early in th
720 * player creation process that a user can quit (eg, roll
721 * stats) that isn't removing the player. Taking a quick
722 * look, there are many places that call play_again without
723 * removing the player - it probably makes more sense
724 * to leave it to play_again to remove the object in all
725 * cases.
726 */
727 if (!QUERY_FLAG (op, FLAG_REMOVED))
728 op->remove ();
729 /* Need to set this to null - otherwise, it could point to garbage,
730 * and draw() doesn't check to see if the player is removed, only if
731 * the map is null or not swapped out.
732 */
733 op->map = NULL;
734}
735
736int
737receive_play_again (object *op, char key)
738{
739 if (key == 'q' || key == 'Q')
740 {
741 remove_friendly_object (op);
742 leave (op->contr, 0); /* ericserver will draw the message */
743 return 2;
744 }
745 else if (key == 'a' || key == 'A')
746 {
747 player *pl = op->contr;
748 shstr name = op->name;
749
750 op->contr = 0;
751 op->type = 0;
752 op->destroy (1);
753 pl = get_player (pl);
754 op = pl->ob;
755 add_friendly_object (op);
756 op->contr->password[0] = '~';
757 op->name = op->name_pl = 0;
758 /* Lets put a space in here */
759 new_draw_info (NDI_UNIQUE, 0, op, "\n");
760 get_name (op);
761 op->name = op->name_pl = name;
762 set_first_map (op);
763 }
764 else
765 /* user pressed something else so just ask again... */
766 play_again (op);
767
768 return 0;
769}
770
771void
772confirm_password (object *op)
773{
774
775 op->contr->write_buf[0] = '\0';
776 op->contr->state = ST_CONFIRM_PASSWORD;
777 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
778}
779
780void
781get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
782{ 759{
783 if (party == NULL) 760 if (party == NULL)
784 { 761 {
785 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);
786 return; 763 return;
787 } 764 }
765
788 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
789 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
790 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
791 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:");
792} 770}
793
794 771
795/* 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. */
796int 773static int
797roll_stat (void) 774roll_stat (void)
798{ 775{
799 int a[4], i, j, k; 776 int a[4], i, j, k;
800 777
801 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
804 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
805 if (a[i] < k) 782 if (a[i] < k)
806 k = a[i], j = i; 783 k = a[i], j = i;
807 784
808 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
809 {
810 if (i != j) 786 if (i != j)
811 k += a[i]; 787 k += a[i];
812 } 788
813 return k; 789 return k;
814} 790}
815 791
816void 792void
817roll_stats (object *op) 793object::roll_stats ()
818{ 794{
819 int sum = 0;
820 int i = 0, j = 0;
821 int statsort[7]; 795 int statsort [7];
822 796
823 do 797 for (;;)
824 {
825 op->stats.Str = roll_stat ();
826 op->stats.Dex = roll_stat ();
827 op->stats.Int = roll_stat ();
828 op->stats.Con = roll_stat ();
829 op->stats.Wis = roll_stat ();
830 op->stats.Pow = roll_stat ();
831 op->stats.Cha = roll_stat ();
832 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
833 } 798 {
834 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
835 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
836 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
837 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
838 statsort[1] = op->stats.Dex;
839 statsort[2] = op->stats.Int;
840 statsort[3] = op->stats.Con;
841 statsort[4] = op->stats.Wis;
842 statsort[5] = op->stats.Pow;
843 statsort[6] = op->stats.Cha;
844 809
845 /* a quick and dirty bubblesort? */
846 do
847 {
848 if (statsort[i] < statsort[i + 1])
849 {
850 j = statsort[i];
851 statsort[i] = statsort[i + 1];
852 statsort[i + 1] = j;
853 i = 0;
854 }
855 else
856 {
857 i++;
858 }
859 }
860 while (i < 6);
861
862 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
863 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
864 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
865 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
866 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
867 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
868 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
869 817
870
871 op->contr->orig_stats.Str = op->stats.Str;
872 op->contr->orig_stats.Dex = op->stats.Dex;
873 op->contr->orig_stats.Int = op->stats.Int;
874 op->contr->orig_stats.Con = op->stats.Con;
875 op->contr->orig_stats.Wis = op->stats.Wis;
876 op->contr->orig_stats.Pow = op->stats.Pow;
877 op->contr->orig_stats.Cha = op->stats.Cha;
878
879 op->level = 1;
880 op->stats.exp = 0; 818 stats.exp = 0;
881 op->stats.ac = 0; 819 stats.ac = 0;
882 820
883 op->contr->levhp[1] = 9;
884 op->contr->levsp[1] = 6;
885 op->contr->levgrace[1] = 3;
886
887 fix_player (op);
888 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
889 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
890 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
891 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
892} 833}
893 834
894void 835void
895Roll_Again (object *op) 836object::swap_stats (int a, int b)
896{ 837{
897 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
898 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
899 "[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);
900}
901 841
902void 842 stats.Str = contr->orig_stats.Str;
903Swap_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)
904{ 874{
905 signed char tmp;
906 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
907 876
908 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
909 {
910 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
911 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
912 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
913 return;
914 }
915
916 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
917
918 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
919
920 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
921
922 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
923 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
924 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
925 op->stats.Dex = op->contr->orig_stats.Dex;
926 op->stats.Con = op->contr->orig_stats.Con;
927 op->stats.Int = op->contr->orig_stats.Int;
928 op->stats.Wis = op->contr->orig_stats.Wis;
929 op->stats.Pow = op->contr->orig_stats.Pow;
930 op->stats.Cha = op->contr->orig_stats.Cha;
931 op->stats.ac = 0;
932
933 op->level = 1;
934 op->stats.exp = 0;
935 op->stats.ac = 0;
936
937 op->contr->levhp[1] = 9;
938 op->contr->levsp[1] = 6;
939 op->contr->levgrace[1] = 3;
940
941 fix_player (op);
942 op->stats.hp = op->stats.maxhp;
943 op->stats.sp = op->stats.maxsp;
944 op->stats.grace = op->stats.maxgrace;
945 op->contr->orig_stats = op->stats;
946 op->contr->Swap_First = -1;
947}
948
949
950/* This code has been greatly reduced, because with set_attr_value
951 * and get_attr_value, the stats can be accessed just numeric
952 * ids. stat_trans is a table that translate the number entered
953 * into the actual stat. It is needed because the order the stats
954 * are displayed in the stat window is not the same as how
955 * the number's access that stat. The table does that translation.
956 */
957int
958key_roll_stat (object *op, char key)
959{
960 int keynum = key - '0';
961 char buf[MAX_BUF];
962 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
963
964 if (keynum > 0 && keynum <= 7)
965 {
966 if (op->contr->Swap_First == -1)
967 {
968 op->contr->Swap_First = stat_trans[keynum];
969 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
970 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
971 }
972 else
973 Swap_Stat (op, stat_trans[keynum]);
974
975 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
976 return 1;
977 }
978 switch (key)
979 {
980 case 'n':
981 case 'N':
982 {
983 SET_FLAG (op, FLAG_WIZ);
984 if (op->map == NULL)
985 {
986 LOG (llevError, "Map == NULL in state 2\n");
987 break;
988 }
989
990#if 0
991 /* So that enter_exit will put us at startx/starty */
992 op->x = -1;
993
994 enter_exit (op, NULL);
995#endif
996 SET_ANIMATION (op, 2); /* So player faces south */
997 /* Enter exit adds a player otherwise */
998 add_statbonus (op);
999 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1000 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1001 op->contr->state = ST_CHANGE_CLASS;
1002 if (op->msg)
1003 new_draw_info (NDI_BLUE, 0, op, op->msg);
1004 return 0;
1005 }
1006 case 'y':
1007 case 'Y':
1008 roll_stats (op);
1009 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1010 return 1;
1011
1012 case 'q':
1013 case 'Q':
1014 play_again (op);
1015 return 1;
1016
1017 default:
1018 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1019 return 0;
1020 }
1021 return 0;
1022} 881}
1023 882
1024/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1025 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1026 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1027 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1028 * not the class. 887 * not the class.
1029 */ 888 */
1030
1031int 889int
1032key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1033{ 891{
1034 int tmp_loop; 892 int tmp_loop;
1035 893
1036 if (key == 'q' || key == 'Q')
1037 {
1038 op->remove ();
1039 play_again (op);
1040 return 0;
1041 }
1042 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1043 { 895 {
1044 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1045 897
1046 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1051 create_treasure (tl, op, 0, 0, 0); 903 create_treasure (tl, op, 0, 0, 0);
1052 904
1053 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1054 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1055 907
1056 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1057 909
1058 if (op->msg) 910 if (op->msg)
1059 op->msg = NULL; 911 op->msg = NULL;
1060 912
1061 /* 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
1070 start_info (op); 922 start_info (op);
1071 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1072 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1073 link_player_skills (op); 925 link_player_skills (op);
1074 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1075 fix_player (op); 927 op->update_stats ();
1076 928
1077 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1078 * is one for this race 930 * is one for this race
1079 */ 931 */
1080 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1081 { 933 {
1082 object *tmp; 934 object *tmp;
1083 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1084 936
1085 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);
1086 tmp = object::create (); 938 tmp = object::create ();
1087 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1088 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1089 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1090 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;
1091 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1092 * default initial map */ 944 * default initial map */
1093 tmp->destroy (); 945 tmp->destroy ();
1094 } 946 }
1095 else 947 else
1096 {
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1098 } 949
1099 return 0; 950 return 0;
1100 } 951 }
1101 952
1102 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1107 while (!tmp_loop) 958 while (!tmp_loop)
1108 { 959 {
1109 shstr name = op->name; 960 shstr name = op->name;
1110 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1111 962
1112 remove_statbonus (op); 963 op->remove_statbonus ();
1113 op->remove (); 964 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 965 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 966 op->arch->clone.copy_to (op);
1116 op->instantiate (); 967 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1119 op->x = x; 970 op->x = x;
1120 op->y = y; 971 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 973 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 974 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 975 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 976 tmp_loop = allowed_class (op);
1126 } 977 }
1127 978
1128 update_object (op, UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 980 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 981 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 984 op->stats.grace = 0;
1134 985
1135 if (op->msg) 986 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 988
1138 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");
1139 return 0; 990 return 0;
1140}
1141
1142int
1143key_confirm_quit (object *op, char key)
1144{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 {
1149 op->contr->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1;
1152 }
1153
1154 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr);
1156
1157 terminate_all_pets (op);
1158 leave_map (op);
1159 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161
1162 strcpy (op->contr->killer, "quit");
1163 check_score (op);
1164 op->contr->party = NULL;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0';
1167
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1;
1189} 991}
1190 992
1191void 993void
1192flee_player (object *op) 994flee_player (object *op)
1193{ 995{
1223 { 1025 {
1224 op->enemy = NULL; 1026 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1028 return;
1227 } 1029 }
1030
1228 get_rangevector (op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1229 1032
1230 dir = absdir (4 + rv.direction); 1033 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1034 for (diff = 0; diff < 3; diff++)
1232 { 1035 {
1233 int m = 1 - (RANDOM () & 2); 1036 int m = 1 - (RANDOM () & 2);
1234 1037
1235 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)))
1236 {
1237 return; 1039 return;
1238 }
1239 } 1040 }
1041
1240 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1044 op->enemy = NULL;
1243} 1045}
1244 1046
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &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))));
1332 else 1134 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &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
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1139 }
1140
1366 /* philosophy: 1141 /* philosophy:
1367 * 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
1368 * generic. This takes no game-time. For more detailed pickups 1143 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1144 * and selections, select-items should be used. This is a
1370 * 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
1371 * example. 1146 * example.
1372 * 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
1373 * 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
1374 * convert to decimal and then 'pickup <#> 1149 * convert to decimal and then 'pickup <#>
1800 if (!dir) 1575 if (!dir)
1801 { 1576 {
1802 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!");
1803 return 0; 1578 return 0;
1804 } 1579 }
1580
1805 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1806 bow = op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1807 else 1583 else
1808 { 1584 {
1809 for (bow = op->inv; bow; bow = bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1817 { 1593 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1595 return 0;
1820 } 1596 }
1821 } 1597 }
1598
1822 if (!bow->race || !bow->skill) 1599 if (!bow->race || !bow->skill)
1823 { 1600 {
1824 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);
1825 return 0; 1602 return 0;
1826 } 1603 }
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829 1606
1830 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1833 if (bowspeed < 1) 1611 if (bowspeed < 1)
1834 bowspeed = 1; 1612 bowspeed = 1;
1835 1613
1836 if (arrow == NULL) 1614 if (arrow == NULL)
1837 { 1615 {
1843 else 1621 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1845 return 0; 1623 return 0;
1846 } 1624 }
1847 } 1625 }
1626
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1628 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1629 return 0;
1852 } 1630
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1632 {
1855 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.");
1856 return 0; 1634 return 0;
1857 } 1635 }
1863 return 0; 1641 return 0;
1864 } 1642 }
1865 1643
1866 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1646 if (!arrow)
1869 { 1647 {
1870 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);
1871 return 0; 1649 return 0;
1872 } 1650 }
1651
1873 arrow->set_owner (op); 1652 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1654 arrow->direction = dir;
1877 arrow->x = sx;
1878 arrow->y = sy;
1879 1655
1880 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1881 { 1657 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op); 1659 op->update_stats ();
1884 } 1660 }
1885 1661
1886 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1898 1674
1899 /* update the speed */ 1675 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1901 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;
1902 1678
1903 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1907 1681
1908 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1909 { 1683 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1920 } 1694 }
1921 1695
1922 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1923 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1924 1698
1925 if (bow->slaying != NULL) 1699 if (bow->slaying)
1926 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1927 1701
1928 arrow->map = m;
1929 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1704
1932 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);
1933 insert_ob_in_map (arrow, m, op, 0); 1706 m->insert (arrow, sx, sy, op);
1934 1707
1935 if (!arrow->destroyed ()) 1708 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1709 move_arrow (arrow);
1937 1710
1938 if (op->type == PLAYER) 1711 if (op->type == PLAYER)
1964 } 1737 }
1965 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)
1966 { 1739 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1741 wcmod = -1;
1742
1969 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);
1970 } 1744 }
1971 else if (op->contr->bowtype == bow_threewide) 1745 else if (op->contr->bowtype == bow_threewide)
1972 { 1746 {
1973 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);
2043 1817
2044 if (item->arch) 1818 if (item->arch)
2045 { 1819 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
2048 item->speed = 0; 1822 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1823 }
1824
2051 if ((tmp = is_player_inv (item))) 1825 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1827 }
2054 } 1828 }
2055 else if (item->type == ROD || item->type == HORN) 1829 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1830 drain_rod_charge (item);
2058 }
2059 } 1831 }
2060} 1832}
2061 1833
2062/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
2063 */ 1835 */
2102 { 1874 {
2103 if (op->type == PLAYER) 1875 if (op->type == PLAYER)
2104 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.");
2105 return; 1877 return;
2106 } 1878 }
1879
2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
2108 return; 1881 return;
2109 case range_builder: 1882 case range_builder:
2110 apply_map_builder (op, dir); 1883 apply_map_builder (op, dir);
2111 return; 1884 return;
2112 default: 1885 default:
2206 * 0 otherwise 1979 * 0 otherwise
2207 */ 1980 */
2208static int 1981static int
2209player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
2210{ 1983{
2211
2212 /* 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,
2213 * 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 -
2214 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
2215 */ 1987 */
2216 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
2254 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2258 */ 2030 */
2259
2260void 2031void
2261move_player_attack (object *op, int dir) 2032move_player_attack (object *op, int dir)
2262{ 2033{
2263 object *tmp, *mon; 2034 object *tmp, *mon;
2264 sint16 nx, ny; 2035 sint16 nx, ny;
2266 maptile *m; 2037 maptile *m;
2267 2038
2268 nx = freearr_x[dir] + op->x; 2039 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2040 ny = freearr_y[dir] + op->y;
2270 2041
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2272 2043
2273 /* 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
2274 * 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
2275 * 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
2276 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2281 */ 2052 */
2282 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))
2283 { 2054 {
2284 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 { 2056 {
2286 m = get_map_from_coord (op->map, &nx, &ny); 2057 m = op->map->xy_find (nx, ny);
2287 if (!m) 2058 if (!m)
2288 return; /* Don't think this should happen */ 2059 return; /* Don't think this should happen */
2289 } 2060 }
2290 else 2061 else
2291 m = op->map; 2062 m = op->map;
2292 2063
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2064 if (!(tmp = m->at (nx, ny).bot))
2294 {
2295 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */
2296 return; 2065 return;
2297 }
2298 2066
2299 mon = NULL; 2067 mon = 0;
2300 /* 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
2301 * 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.
2302 * 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
2303 * on the space 2071 * on the space
2304 */ 2072 */
2305 while (tmp != NULL) 2073 while (tmp)
2306 { 2074 {
2307 if (tmp == op) 2075 if (tmp == op)
2308 { 2076 {
2309 tmp = tmp->above; 2077 tmp = tmp->above;
2310 continue; 2078 continue;
2320 mon = tmp; 2088 mon = tmp;
2321 2089
2322 tmp = tmp->above; 2090 tmp = tmp->above;
2323 } 2091 }
2324 2092
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2094 return; /* into a wall */
2327 2095
2328 if (mon->head != NULL) 2096 if (mon->head)
2329 mon = mon->head; 2097 mon = mon->head;
2330 2098
2331 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))
2332 if (player_attack_door (op, mon)) 2100 if (player_attack_door (op, mon))
2333 return; 2101 return;
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 { 2124 {
2357 /* 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 */
2358 if (op->contr->braced) 2126 if (op->contr->braced)
2359 return; 2127 return;
2128
2360 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);
2361 (void) push_ob (mon, dir, op); 2130 (void) push_ob (mon, dir, op);
2362 if (op->contr->tmp_invis || op->hide) 2131 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op); 2132 make_visible (op);
2133
2364 return; 2134 return;
2365 } 2135 }
2366 2136
2367 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2370 * attack them either. 2140 * attack them either.
2371 */ 2141 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2373 (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)) && (
2374#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2375 (op->contr->peaceful 2145 (op->contr->peaceful
2376 || (mon->type == PLAYER 2146 || (mon->type == PLAYER
2377 && mon->contr-> 2147 && mon->contr->
2378 peaceful)) && 2148 peaceful)) &&
2379#else 2149#else
2380 op->contr->peaceful && 2150 op->contr->peaceful &&
2381#endif 2151#endif
2382 !on_battleground)) 2152 !on_battleground))
2383 { 2153 {
2384 if (!op->contr->braced) 2154 if (!op->contr->braced)
2385 { 2155 {
2386 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);
2387 (void) push_ob (mon, dir, op); 2157 push_ob (mon, dir, op);
2388 } 2158 }
2389 else 2159 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2161
2393 if (op->contr->tmp_invis || op->hide) 2162 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2163 make_visible (op);
2395 } 2164 }
2396 2165
2397 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2408 * 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
2409 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2410 * 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
2411 * 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.
2412 */ 2181 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2415 ((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)))
2416 { 2184 {
2417 2185
2418 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2426 2194
2427 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 */
2428 } 2196 }
2429 2197
2430 skill_attack (mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2431 2199
2432 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2435 * the wiz. 2203 * the wiz.
2437 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))
2438 { 2206 {
2439 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2440 2208
2441 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2443 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2444 } 2212 }
2213
2445 if (action_makes_visible (op)) 2214 if (action_makes_visible (op))
2446 make_visible (op); 2215 make_visible (op);
2447 } 2216 }
2448 } /* if player should attack something */ 2217 } /* if player should attack something */
2449} 2218}
2451int 2220int
2452move_player (object *op, int dir) 2221move_player (object *op, int dir)
2453{ 2222{
2454 int pick; 2223 int pick;
2455 2224
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2457 return 0; 2226 return 0;
2458 2227
2459 /* Sanity check: make sure dir is valid */ 2228 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2229 if ((dir < 0) || (dir >= 9))
2461 { 2230 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2232 return 0;
2464 } 2233 }
2465 2234
2466 /* peterm: added following line */ 2235 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2469 2238
2470 op->facing = dir; 2239 op->facing = dir;
2471 2240
2484 2253
2485 /* 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
2486 * server can handle repeat firing. 2255 * server can handle repeat firing.
2487 */ 2256 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2258 op->direction = dir;
2491 }
2492 else 2259 else
2493 {
2494 op->direction = 0; 2260 op->direction = 0;
2495 } 2261
2496 /* Update how the player looks. Use the facing, so direction may 2262 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2263 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2264 * for players.
2499 */ 2265 */
2500 animate_object (op, op->facing); 2266 animate_object (op, op->facing);
2552 2318
2553 /* 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
2554 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2321 * called, so we recheck it here.
2556 */ 2322 */
2557 op->contr->socket->handle_command (); 2323 if (op->contr->ns->handle_command ())
2324 return 1;
2325
2558 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2559 return 0; 2327 {
2560
2561 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2562 { 2329 {
2563 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2564 op->speed_left--; 2331 op->speed_left--;
2565 2332
2566 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2567 * 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
2568 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2569 */ 2336 */
2570 move_player (op, op->direction); 2337 move_player (op, op->direction);
2571 if (op->speed_left > 0) 2338
2572 return 1; 2339 return op->speed_left > 0;
2573 else 2340 }
2574 return 0;
2575 } 2341 }
2576 2342
2577 return 0; 2343 return 0;
2578} 2344}
2579 2345
2599 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2600 2366
2601 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2602 op->stats.food = 999; 2368 op->stats.food = 999;
2603 2369
2604 fix_player (op); 2370 op->update_stats ();
2605 return 1; 2371 return 1;
2606 } 2372 }
2607 2373
2608 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2609 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621{ 2387{
2622 object *next; 2388 object *next;
2623 2389
2624 while (op) 2390 while (op)
2625 { 2391 {
2626 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' */
2627 * we remove object 'op' 2393
2628 */
2629 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2630 { 2395 {
2631 op->remove ();
2632 op->x = env->x;
2633 op->y = env->y;
2634 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2635 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2636 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2637 } 2400 }
2638 else if (op->inv) 2401 else if (op->inv)
2639 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2640 2403
2641 op = next; 2404 op = next;
2642 } 2405 }
2643} 2406}
2644
2645 2407
2646/* 2408/*
2647 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2648 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2649 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2446 strcat (buf2, buf);
2685 2447
2686 return buf2; 2448 return buf2;
2687} 2449}
2688
2689
2690 2450
2691void 2451void
2692do_some_living (object *op) 2452do_some_living (object *op)
2693{ 2453{
2694 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2703 const int max_grace = 1; 2463 const int max_grace = 1;
2704 2464
2705 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2706 { 2466 {
2707 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2708 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)
2709 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2710 } 2470 }
2711 2471
2712 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2713 { 2473 {
2714
2715 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2716 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2717 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2718 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2719 else 2478 else
2720 { 2479 {
2721 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2722 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2723 } 2482 }
2483
2724 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2725 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2726 else 2486 else
2727 { 2487 {
2728 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2729 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2730 } 2490 }
2491
2731 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2732 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2733 else 2494 else
2734 { 2495 {
2735 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2751 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2752 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))
2753 op->stats.food = last_food; 2514 op->stats.food = last_food;
2754 } 2515 }
2755 } 2516 }
2517
2756 if (max_sp > 1) 2518 if (max_sp > 1)
2757 { 2519 {
2758 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2759 if (over_sp > 0) 2521 if (over_sp > 0)
2760 { 2522 {
2761 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2762 { 2524 {
2763 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2764 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))
2765 op->stats.sp--; 2528 op->stats.sp--;
2529
2766 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2767 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2768 } 2532 }
2769 op->last_sp = 0; 2533 op->last_sp = 0;
2770 } 2534 }
2771 else 2535 else
2772 {
2773 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);
2774 }
2775 } 2537 }
2776 else 2538 else
2777 {
2778 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);
2779 }
2780 } 2540 }
2781 2541
2782 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2783 /* 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. */
2784 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2785 { 2545 {
2786 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2787 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2788 if (max_grace > 1) 2549 if (max_grace > 1)
2789 { 2550 {
2790 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2791 if (over_grace > 0) 2552 if (over_grace > 0)
2792 { 2553 {
2820 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2821 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))
2822 op->stats.food = last_food; 2583 op->stats.food = last_food;
2823 } 2584 }
2824 } 2585 }
2586
2825 if (max_hp > 1) 2587 if (max_hp > 1)
2826 { 2588 {
2827 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2828 if (over_hp > 0) 2590 if (over_hp > 0)
2829 { 2591 {
2853 2615
2854 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2855 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);
2856 else 2618 else
2857 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2858 /* dms do not consume food */ 2621 /* dms do not consume food */
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2860 op->stats.food--; 2623 op->stats.food--;
2861 } 2624 }
2862 }
2863 2625
2864 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2865 { 2627 {
2866 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2867 2629
2868 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2869 { 2631 {
2870 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2871 {
2872 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2873 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2874 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.");
2875 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2876 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2877 break; 2639 break;
2878 } 2640 }
2879 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2880 flesh = tmp; 2642 flesh = tmp;
2881 } /* End if paid for object */ 2643 } /* End if paid for object */
2882 } /* end of for loop */ 2644 } /* end of for loop */
2645
2883 /* 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
2884 * eat flesh instead. 2647 * eat flesh instead.
2885 */ 2648 */
2886 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2887 { 2650 {
2888 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.");
2889 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2890 } 2653 }
2891 } /* end if player is starving */ 2654 }
2892 2655
2893 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2894 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2895 2658
2896 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))
2897 kill_player (op); 2660 kill_player (op);
2661 }
2898} 2662}
2899
2900
2901 2663
2902/* 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.
2903 * 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
2904 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2905 * file. 2667 * file.
2935 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!");
2936 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...");
2937 2699
2938 /* restore player */ 2700 /* restore player */
2939 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2940 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2703 {
2943 tmp->destroy (); 2704 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2945 } 2706 }
2946 2707
2947 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2948 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2710 {
2951 tmp->destroy (); 2711 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2953 } 2713 }
2954 2714
2956 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2957 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2958 op->stats.food = 999; 2718 op->stats.food = 999;
2959 2719
2960 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2961 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2962 if (tmp != NULL)
2963 { 2722 {
2964 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2965 tmp->name = buf; 2724 tmp->name = buf;
2966 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2967 " 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",
2968 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2969 tmp->msg = buf; 2728 tmp->msg = buf;
2970 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2971 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2972 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2973 insert_ob_in_map (tmp, op->map, op, 0);
2974 } 2732 }
2975 2733
2976 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2977 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2978 op->contr->braced = 0; 2736 op->contr->braced = 0;
2983 2741
2984 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2985 2743
2986 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2987 { 2745 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.food = 999;
2993 return;
2994 }
2995 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2996 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
2997 } 2748 }
2998 else 2749 else
2999 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.hp = op->stats.maxhp;
3005 return;
3006 }
3007 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3008 } 2751
3009 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3010 2753
3011 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3012 x = op->x; 2755 x = op->x;
3013 y = op->y; 2756 y = op->y;
3014 map = op->map; 2757 map = op->map;
3015 2758
3016
3017 if (settings.not_permadeth == TRUE)
3018 {
3019 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3020 * 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.
3021 * 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.
3022 */ 2762 */
3023 2763
3024 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3025 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3026 * of death. 2766 * of death.
3027 */ 2767 */
3028#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3029 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3030 { 2770 {
3031 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3032 /* 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
3033 more if they do. */ 2773 more if they do. */
3034 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3035 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3036 little bit harder. */ 2776 little bit harder. */
3037 /* GD */ 2777 /* GD */
3038 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3039 num_stats_lose = 1; 2779 num_stats_lose = 1;
3040 else
3041 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 }
3043 else 2780 else
3044 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3045 num_stats_lose = 1; 2784 num_stats_lose = 1;
3046 } 2785
3047 lost_a_stat = 0; 2786 lost_a_stat = 0;
3048 2787
3049 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3050 { 2789 {
3051 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3052 2791
3053 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3054 { 2793 {
3055 /* 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
3056 * what he lost. 2795 * what he lost.
3057 */ 2796 */
3058 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3059 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3060 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3061 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3062 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3063 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);
3064 } 2815 }
3065 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3066 { 2818 {
3067 /* deplete a stat */ 2819 /* GD */
3068 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3069 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3070 2822 if (this_stat < 0)
3071 dep = present_arch_in_ob (deparch, op);
3072 if (!dep)
3073 { 2823 {
3074 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3075 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3076 } 2826
3077 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3078 if (settings.balanced_stat_loss)
3079 {
3080 /* GD */
3081 /* Get the stat that we're about to deplete. */
3082 this_stat = get_attr_value (&(dep->stats), i);
3083 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)
3084 { 2833 {
3085 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3086 int keep_chance = this_stat * this_stat;
3087
3088 /* Yes, I am paranoid. Sue me. */
3089 if (keep_chance < 1)
3090 keep_chance = 1;
3091
3092 /* There is a maximum depletion total per level. */
3093 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 {
3095 lose_this_stat = 0; 2834 lose_this_stat = 0;
3096 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3097 retain the stat. */ 2836 retain the stat. */
3098 }
3099 else
3100 {
3101 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3102 lose_this_stat = 0;
3103 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3104 this_stat, keep_chance, loss_chance,
3105 lose_this_stat?"LOSE":"KEEP"); */
3106 }
3107 } 2837 }
3108 }
3109
3110 if (lose_this_stat)
3111 {
3112 this_stat = get_attr_value (&(dep->stats), i);
3113 /* We could try to do something clever like find another
3114 * stat to reduce if this fails. But chances are, if
3115 * stats have been depleted to -50, all are pretty low
3116 * and should be roughly the same, so it shouldn't make a
3117 * difference.
3118 */ 2838 else
3119 if (this_stat >= -50)
3120 { 2839 {
3121 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3122 SET_FLAG (dep, FLAG_APPLIED);
3123 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3124 fix_player (op);
3125 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"); */
3126 } 2845 }
3127 } 2846 }
3128 } 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 }
3129 } 2866 }
2867 }
2868 }
3130 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3131 if (!lost_a_stat) 2870 if (!lost_a_stat)
3132 { 2871 {
3133 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3134 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3135 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3136 2875
3137 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3138 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);
3139 else 2878 else
3140 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.");
3141 } 2880 }
3142#else 2881#else
3143 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.");
3144#endif 2883#endif
3145 2884
3146 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3147 * exp loss on the stone. 2886 * exp loss on the stone.
3148 */ 2887 */
3149 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3150 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3151 tmp->name = buf; 2890 tmp->name = buf;
3152 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3153 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3154 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);
3155 tmp->msg = buf; 2894 tmp->msg = buf;
3156 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3157 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3158 2897
3159 /**************************************/ 2898 /**************************************/
3160 /* */ 2899 /* */
3161 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3162 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3163 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3164 /* */ 2903 /* */
3165 /**************************************/ 2904 /**************************************/
3166 2905
3167 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3168 /* restore player */ 2907 /* restore player */
3169 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3170 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3171 2910
3172 if (tmp) 2911 if (tmp)
3173 { 2912 {
3174 tmp->destroy (); 2913 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3176 } 2915 }
3177 2916
3178 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3179 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3180 if (tmp) 2919 if (tmp)
3181 { 2920 {
3182 tmp->destroy (); 2921 tmp->destroy ();
3183 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3184 } 2923 }
3185 2924
3186 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3187 2926
3188 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3189 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3190 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3191 op->stats.food = 900; 2930 op->stats.food = 900;
3192 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3193 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3194 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3195 2934
3196 /* 2935 /*
3197 * 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
3198 * 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
3199 * in the map. 2938 * in the map.
3200 */ 2939 */
3201 2940
3202 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3203 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3204 2943
3205 /****************************************/ 2944 /****************************************/
3206 /* */ 2945 /* */
3207 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3208 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3209 /* */ 2948 /* */
3210 /****************************************/ 2949 /****************************************/
3211 2950
3212 enter_player_savebed (op); 2951 enter_player_savebed (op);
3213 2952
3214 /* Save the player before inserting the force to reduce
3215 * chance of abuse.
3216 */
3217 op->contr->braced = 0; 2953 op->contr->braced = 0;
3218 save_player (op, 1);
3219 2954
3220 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3221 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3222 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3223 * on the space that might harm the player. 2958 * on the space that might harm the player.
3224 */ 2959 */
3225 will_kill_again = 0; 2960 will_kill_again = 0;
3226 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)
3227 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3228 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3229 2964
3230 if (will_kill_again) 2965 if (will_kill_again)
3231 { 2966 {
3232 object *force; 2967 object *force;
3233 int at; 2968 int at;
3234 2969
3235 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3236 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3237 force->speed = 0.1; 2972 force->speed = 0.1;
3238 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3239 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3240 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3241 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3242 force->resist[at] = 100; 2977 force->resist[at] = 100;
3243 2978
3244 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3245 fix_player (op); 2980 op->update_stats ();
3246 2981
3247 } 2982 }
3248 2983
3249 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3250 return;
3251 } /* NOT_PERMADETH */
3252 else
3253 {
3254 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3255 * should probably be embedded in an else statement.
3256 */
3257
3258 op->contr->party = NULL;
3259 if (settings.set_title == TRUE)
3260 op->contr->own_title[0] = '\0';
3261 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3262 check_score (op);
3263
3264 if (op->contr->ranges[range_golem])
3265 {
3266 remove_friendly_object (op->contr->ranges[range_golem]);
3267 op->contr->ranges[range_golem]->destroy ();
3268 op->contr->ranges[range_golem] = 0;
3269 }
3270
3271 loot_object (op); /* Remove some of the items for good */
3272 op->remove ();
3273 op->direction = 0;
3274
3275 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3276 {
3277 delete_character (op->name, 0);
3278 if (settings.resurrection == TRUE)
3279 {
3280 /* save playerfile sans equipment when player dies
3281 ** then save it as player.pl.dead so that future resurrection
3282 ** type spells will work on them nicely
3283 */
3284 delete_character (op->name, 0);
3285 op->stats.hp = op->stats.maxhp;
3286 op->stats.food = 999;
3287
3288 /* set the location of where the person will reappear when */
3289 /* maybe resurrection code should fix map also */
3290 strcpy (op->contr->maplevel, settings.emergency_mapname);
3291 if (op->map != NULL)
3292 op->map = NULL;
3293 op->x = settings.emergency_x;
3294 op->y = settings.emergency_y;
3295 save_player (op, 0);
3296 op->map = map;
3297 /* please see resurrection.c: peterm */
3298 dead_player (op);
3299 }
3300 else
3301 delete_character (op->name, 1);
3302 }
3303
3304 play_again (op);
3305
3306 /* peterm: added to create a corpse at deathsite. */
3307 tmp = arch_to_object (archetype::find ("corpse_pl"));
3308 sprintf (buf, "%s", &op->name);
3309 tmp->name = tmp->name_pl = buf;
3310 tmp->level = op->level;
3311 tmp->x = x;
3312 tmp->y = y;
3313 tmp->msg = gravestone_text (op);
3314 SET_FLAG (tmp, FLAG_UNIQUE);
3315 insert_ob_in_map (tmp, map, NULL, 0);
3316 }
3317} 2985}
3318
3319 2986
3320void 2987void
3321loot_object (object *op) 2988loot_object (object *op)
3322{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3323 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3324 2991
3325 if (op->container) 2992 if (op->container)
3326 { /* close open sack first */
3327 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3328 }
3329 2994
3330 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3331 { 2996 {
3332 next = tmp->below; 2997 next = tmp->below;
3333 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3334 continue; 3000 continue;
3001
3335 tmp->remove (); 3002 tmp->remove ();
3336 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3337 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3338 { /* empty container to ground */ 3005 { /* empty container to ground */
3339 loot_object (tmp); 3006 loot_object (tmp);
3361 */ 3028 */
3362 3029
3363void 3030void
3364fix_weight (void) 3031fix_weight (void)
3365{ 3032{
3366 player *pl; 3033 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 { 3034 {
3370 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3371 3036
3372 if (old == sum) 3037 if (old == sum)
3373 continue; 3038 continue;
3374 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3375 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);
3376 } 3041 }
3377} 3042}
3378 3043
3379void 3044void
3380fix_luck (void) 3045fix_luck (void)
3381{ 3046{
3382 player *pl; 3047 for_all_players (pl)
3383
3384 for (pl = first_player; pl != NULL; pl = pl->next)
3385 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3386 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3387} 3050}
3388
3389 3051
3390/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3391 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3392 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3393 */ 3055 */
3394
3395void 3056void
3396cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3397{ 3058{
3398 object *skop, *spob; 3059 object *skop, *spob;
3399 3060
3444 object *tmp = NULL; 3105 object *tmp = NULL;
3445 3106
3446 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3447 return 1; 3108 return 1;
3448 3109
3449 if (op->type == PLAYER)
3450 for (tmp = op->inv; tmp; tmp = tmp->below)
3451 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3452 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3453 return 1;
3454 return 0; 3110 return 0;
3455} 3111}
3456 3112
3457/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3458 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3514 3170
3515 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3516 3172
3517 /* 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! */
3518 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3519 {
3520 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3521 { 3176 {
3522 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!");
3523 make_visible (op); 3178 make_visible (op);
3524 return; 3179 return;
3525 } 3180 }
3526 else 3181 else
3527 num += 20; 3182 num += 20;
3528 } 3183
3529 num += op->map->difficulty; 3184 num += op->map->difficulty;
3530 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3531 num -= hide; 3186 num -= hide;
3187
3532 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3533 { 3189 {
3534 make_visible (op); 3190 make_visible (op);
3535 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3536 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!");
3537 } 3193 }
3538 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3539 {
3540 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);
3541 }
3542} 3196}
3543 3197
3544/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3545 3199
3546int 3200int
3573 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3574 continue; 3228 continue;
3575 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)))
3576 continue; 3230 continue;
3577 3231
3578 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)
3579 { 3233 {
3580 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))
3581 return 1; 3235 return 1;
3582 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3583 { 3237 {
3613 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3614 { 3268 {
3615 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3616 return -1; 3270 return -1;
3617 } 3271 }
3272
3618 if (!pl || !op) 3273 if (!pl || !op)
3619 return 0; 3274 return 0;
3620 3275
3621 if (op->head)
3622 {
3623 op = op->head; 3276 op = op->head_ ();
3624 } 3277
3625 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3626 3279
3627 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3628 * through the object and find if it has any 3281 * through the object and find if it has any
3629 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3637 3290
3638 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3639 * 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
3640 * for any meaningful values. 3293 * for any meaningful values.
3641 */ 3294 */
3642 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3643 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3644 !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)])
3645 return 1; 3298 return 1;
3646 op = op->more; 3299 op = op->more;
3647 } 3300 }
3648 return 0; 3301 return 0;
3649} 3302}
3759 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3760 return; 3413 return;
3761 3414
3762 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++);
3763 3416
3764 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3765 { 3418 {
3766 /* 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]); */
3767 return; 3420 return;
3768 } 3421 }
3769 3422
3835 { 3488 {
3836 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3837 object *skin; 3490 object *skin;
3838 3491
3839 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 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
3841 if (skin == NULL) 3497 if (!skin)
3842 return; 3498 return;
3843 3499
3844 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3845 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3846 { 3502 {

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