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Comparing deliantra/server/server/player.C (file contents):
Revision 1.47 by root, Tue Dec 19 04:58:05 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;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
304 enter_exit (op, 0); 170 ob->enter_exit (tmp);
305}
306 171
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.
364 427
365object * 428object *
366get_nearest_player (object *mon) 429get_nearest_player (object *mon)
367{ 430{
368 object *op = NULL; 431 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 432 objectlink *ol;
371 unsigned lastdist; 433 unsigned lastdist;
372 rv_vector rv; 434 rv_vector rv;
373 435
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
375 { 437 {
376 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
377 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
378 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
379 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
383 object *tmp = ol->ob; 445 object *tmp = ol->ob;
384 446
385 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
386 * itself will have been cleared. 448 * itself will have been cleared.
387 */ 449 */
388 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
389 ol = ol->next; 452 ol = ol->next;
390 remove_friendly_object (tmp); 453 remove_friendly_object (tmp);
391 if (!ol) 454 if (!ol)
392 return op; 455 return op;
393 } 456 }
406 { 469 {
407 op = ol->ob; 470 op = ol->ob;
408 lastdist = rv.distance; 471 lastdist = rv.distance;
409 } 472 }
410 } 473 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 474
412 { 475 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 476 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 477 if (lastdist > rv.distance)
417 { 478 {
418 op = pl->ob; 479 op = pl->ob;
419 lastdist = rv.distance; 480 lastdist = rv.distance;
420 } 481 }
421 } 482
422 }
423#if 0 483#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 485#endif
426 return op; 486 return op;
427} 487}
445 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 507 * is probably not a good thing.
448 */ 508 */
449#define MAX_SPACES 50 509#define MAX_SPACES 50
450
451 510
452/* 511/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
695 link_player_skills (pl); 754 link_player_skills (pl);
696} 755}
697 756
698void 757void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 758get_party_password (object *op, partylist *party)
783{ 759{
784 if (party == NULL) 760 if (party == NULL)
785 { 761 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 763 return;
788 } 764 }
765
789 op->contr->write_buf[0] = '\0'; 766 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 770}
794
795 771
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 773static int
798roll_stat (void) 774roll_stat (void)
799{ 775{
800 int a[4], i, j, k; 776 int a[4], i, j, k;
801 777
802 for (i = 0; i < 4; i++) 778 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 782 if (a[i] < k)
807 k = a[i], j = i; 783 k = a[i], j = i;
808 784
809 for (i = 0, k = 0; i < 4; i++) 785 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 786 if (i != j)
812 k += a[i]; 787 k += a[i];
813 } 788
814 return k; 789 return k;
815} 790}
816 791
817void 792void
818roll_stats (object *op) 793object::roll_stats ()
819{ 794{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 795 int statsort [7];
823 796
824 do 797 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 798 {
835 while (sum < 82 || sum > 116); 799 int sum = 0;
800 for (int i = 7; i--; )
801 sum += statsort [i] = roll_stat ();
836 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
837 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 809
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
870 817
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 818 stats.exp = 0;
882 op->stats.ac = 0; 819 stats.ac = 0;
883 820
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
892 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
832 }
893} 833}
894 834
895void 835void
896Roll_Again (object *op) 836object::swap_stats (int a, int b)
897{ 837{
898 esrv_new_player (op->contr, 0); 838 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 840 set_attr_value (&contr->orig_stats, b, tmp);
901}
902 841
903void 842 stats.Str = contr->orig_stats.Str;
904Swap_Stat (object *op, int Swap_Second) 843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849
850 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats
852 stats.ac = 0;
853
854 level = 1;
855 stats.exp = 0;
856 stats.ac = 0;
857
858 stats.hp = stats.maxhp;
859 stats.sp = stats.maxsp;
860 stats.grace = stats.maxgrace;
861
862 if (contr)
863 {
864 contr->levhp[1] = 9;
865 contr->levsp[1] = 6;
866 contr->levgrace[1] = 3;
867
868 contr->orig_stats = stats;
869 }
870}
871
872static void
873start_info (object *op)
905{ 874{
906 signed char tmp;
907 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
908 876
909 if (op->contr->Swap_First == -1) 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 881}
1024 882
1025/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
1029 * not the class. 887 * not the class.
1030 */ 888 */
1031
1032int 889int
1033key_change_class (object *op, char key) 890key_change_class (object *op, char key)
1034{ 891{
1035 int tmp_loop; 892 int tmp_loop;
1036 893
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 894 if (key == 'd' || key == 'D')
1044 { 895 {
1045 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1046 897
1047 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 903 create_treasure (tl, op, 0, 0, 0);
1053 904
1054 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
1056 907
1057 op->contr->state = ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
1058 909
1059 if (op->msg) 910 if (op->msg)
1060 op->msg = NULL; 911 op->msg = NULL;
1061 912
1062 /* We create this now because some of the unique maps will need it 913 /* We create this now because some of the unique maps will need it
1071 start_info (op); 922 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 924 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 925 link_player_skills (op);
1075 esrv_send_inventory (op, op); 926 esrv_send_inventory (op, op);
1076 fix_player (op); 927 op->update_stats ();
1077 928
1078 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1079 * is one for this race 930 * is one for this race
1080 */ 931 */
1081 if (*first_map_ext_path) 932 if (*first_map_ext_path)
1082 { 933 {
1083 object *tmp; 934 object *tmp;
1084 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1085 936
1086 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1087 tmp = object::create (); 938 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1091 enter_exit (op, tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
1092 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1093 * default initial map */ 944 * default initial map */
1094 tmp->destroy (); 945 tmp->destroy ();
1095 } 946 }
1096 else 947 else
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 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2323 if (op->contr->ns->handle_command ())
2558 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2324 return 1;
2559 ;
2560 2325
2561 if (op->speed_left < 0) 2326 if (op->speed_left > 0)
2562 return 0; 2327 {
2563
2564 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2565 { 2329 {
2566 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2567 op->speed_left--; 2331 op->speed_left--;
2568 2332
2569 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2570 * 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
2571 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2572 */ 2336 */
2573 move_player (op, op->direction); 2337 move_player (op, op->direction);
2574 if (op->speed_left > 0) 2338
2575 return 1; 2339 return op->speed_left > 0;
2576 else 2340 }
2577 return 0;
2578 } 2341 }
2579 2342
2580 return 0; 2343 return 0;
2581} 2344}
2582 2345
2602 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2603 2366
2604 if (op->stats.food < 0) 2367 if (op->stats.food < 0)
2605 op->stats.food = 999; 2368 op->stats.food = 999;
2606 2369
2607 fix_player (op); 2370 op->update_stats ();
2608 return 1; 2371 return 1;
2609 } 2372 }
2610 2373
2611 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2612 CLEAR_FLAG (op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2624{ 2387{
2625 object *next; 2388 object *next;
2626 2389
2627 while (op) 2390 while (op)
2628 { 2391 {
2629 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' */
2630 * we remove object 'op' 2393
2631 */
2632 if (QUERY_FLAG (op, FLAG_UNPAID)) 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2633 { 2395 {
2634 op->remove ();
2635 op->x = env->x;
2636 op->y = env->y;
2637 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2638 esrv_del_item (env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2639 insert_ob_in_map (op, env->map, NULL, 0); 2398
2399 op->insert_at (env);
2640 } 2400 }
2641 else if (op->inv) 2401 else if (op->inv)
2642 remove_unpaid_objects (op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2643 2403
2644 op = next; 2404 op = next;
2645 } 2405 }
2646} 2406}
2647
2648 2407
2649/* 2408/*
2650 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2651 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2652 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2686 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2687 strcat (buf2, buf); 2446 strcat (buf2, buf);
2688 2447
2689 return buf2; 2448 return buf2;
2690} 2449}
2691
2692
2693 2450
2694void 2451void
2695do_some_living (object *op) 2452do_some_living (object *op)
2696{ 2453{
2697 int last_food = op->stats.food; 2454 int last_food = op->stats.food;
2706 const int max_grace = 1; 2463 const int max_grace = 1;
2707 2464
2708 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2709 { 2466 {
2710 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2711 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)
2712 flush_output_element (op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2713 } 2470 }
2714 2471
2715 if (op->contr->state == ST_PLAYING) 2472 if (op->contr->ns->state == ST_PLAYING)
2716 { 2473 {
2717
2718 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2719 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2720 if (op->contr->gen_hp >= 0) 2476 if (op->contr->gen_hp >= 0)
2721 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2722 else 2478 else
2723 { 2479 {
2724 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2725 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2726 } 2482 }
2483
2727 if (op->contr->gen_sp >= 0) 2484 if (op->contr->gen_sp >= 0)
2728 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2729 else 2486 else
2730 { 2487 {
2731 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2732 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2733 } 2490 }
2491
2734 if (op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2735 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2736 else 2494 else
2737 { 2495 {
2738 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2754 op->stats.food += op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2755 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))
2756 op->stats.food = last_food; 2514 op->stats.food = last_food;
2757 } 2515 }
2758 } 2516 }
2517
2759 if (max_sp > 1) 2518 if (max_sp > 1)
2760 { 2519 {
2761 over_sp = (gen_sp + 10) / rate_sp; 2520 over_sp = (gen_sp + 10) / rate_sp;
2762 if (over_sp > 0) 2521 if (over_sp > 0)
2763 { 2522 {
2764 if (op->stats.sp < op->stats.maxsp) 2523 if (op->stats.sp < op->stats.maxsp)
2765 { 2524 {
2766 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2767 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))
2768 op->stats.sp--; 2528 op->stats.sp--;
2529
2769 if (op->stats.sp > op->stats.maxsp) 2530 if (op->stats.sp > op->stats.maxsp)
2770 op->stats.sp = op->stats.maxsp; 2531 op->stats.sp = op->stats.maxsp;
2771 } 2532 }
2772 op->last_sp = 0; 2533 op->last_sp = 0;
2773 } 2534 }
2774 else 2535 else
2775 {
2776 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);
2777 }
2778 } 2537 }
2779 else 2538 else
2780 {
2781 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);
2782 }
2783 } 2540 }
2784 2541
2785 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2786 /* 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. */
2787 if (--op->last_grace < 0) 2544 if (--op->last_grace < 0)
2788 { 2545 {
2789 if (op->stats.grace < op->stats.maxgrace / 2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2790 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2791 if (max_grace > 1) 2549 if (max_grace > 1)
2792 { 2550 {
2793 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2794 if (over_grace > 0) 2552 if (over_grace > 0)
2795 { 2553 {
2823 op->stats.food += op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2824 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))
2825 op->stats.food = last_food; 2583 op->stats.food = last_food;
2826 } 2584 }
2827 } 2585 }
2586
2828 if (max_hp > 1) 2587 if (max_hp > 1)
2829 { 2588 {
2830 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2831 if (over_hp > 0) 2590 if (over_hp > 0)
2832 { 2591 {
2856 2615
2857 if (op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2858 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);
2859 else 2618 else
2860 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2861 /* dms do not consume food */ 2621 /* dms do not consume food */
2862 if (!QUERY_FLAG (op, FLAG_WIZ)) 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2863 op->stats.food--; 2623 op->stats.food--;
2864 } 2624 }
2865 }
2866 2625
2867 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2868 { 2627 {
2869 object *tmp, *flesh = NULL; 2628 object *tmp, *flesh = 0;
2870 2629
2871 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2872 { 2631 {
2873 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2874 {
2875 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2876 { 2633 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2877 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.");
2878 manual_apply (op, tmp, 0); 2637 manual_apply (op, tmp, 0);
2879 if (op->stats.food >= 0 || op->stats.hp < 0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2880 break; 2639 break;
2881 } 2640 }
2882 else if (tmp->type == FLESH) 2641 else if (tmp->type == FLESH)
2883 flesh = tmp; 2642 flesh = tmp;
2884 } /* End if paid for object */ 2643 } /* End if paid for object */
2885 } /* end of for loop */ 2644 } /* end of for loop */
2645
2886 /* 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
2887 * eat flesh instead. 2647 * eat flesh instead.
2888 */ 2648 */
2889 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2890 { 2650 {
2891 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.");
2892 manual_apply (op, flesh, 0); 2652 manual_apply (op, flesh, 0);
2893 } 2653 }
2894 } /* end if player is starving */ 2654 }
2895 2655
2896 while (op->stats.food < 0 && op->stats.hp > 0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2897 op->stats.food++, op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2898 2658
2899 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))
2900 kill_player (op); 2660 kill_player (op);
2661 }
2901} 2662}
2902
2903
2904 2663
2905/* 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.
2906 * 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
2907 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2908 * file. 2667 * file.
2938 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!");
2939 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...");
2940 2699
2941 /* restore player */ 2700 /* restore player */
2942 at = archetype::find ("poisoning"); 2701 at = archetype::find ("poisoning");
2943 tmp = present_arch_in_ob (at, op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2944 if (tmp)
2945 { 2703 {
2946 tmp->destroy (); 2704 tmp->destroy ();
2947 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2948 } 2706 }
2949 2707
2950 at = archetype::find ("confusion"); 2708 at = archetype::find ("confusion");
2951 tmp = present_arch_in_ob (at, op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2952 if (tmp)
2953 { 2710 {
2954 tmp->destroy (); 2711 tmp->destroy ();
2955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2956 } 2713 }
2957 2714
2959 op->stats.hp = op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2960 if (op->stats.food <= 0) 2717 if (op->stats.food <= 0)
2961 op->stats.food = 999; 2718 op->stats.food = 999;
2962 2719
2963 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2964 tmp = arch_to_object (archetype::find ("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2965 if (tmp != NULL)
2966 { 2722 {
2967 sprintf (buf, "%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2968 tmp->name = buf; 2724 tmp->name = buf;
2969 sprintf (buf, " This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2970 " 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",
2971 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2972 tmp->msg = buf; 2728 tmp->msg = buf;
2973 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2974 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2975 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2976 insert_ob_in_map (tmp, op->map, op, 0);
2977 } 2732 }
2978 2733
2979 /* teleport defeated player to new destination */ 2734 /* teleport defeated player to new destination */
2980 transfer_ob (op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2981 op->contr->braced = 0; 2736 op->contr->braced = 0;
2986 2741
2987 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2988 2743
2989 if (op->stats.food < 0) 2744 if (op->stats.food < 0)
2990 { 2745 {
2991 if (op->contr->explore)
2992 {
2993 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2994 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2995 op->stats.food = 999;
2996 return;
2997 }
2998 sprintf (buf, "%s starved to death.", &op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2999 strcpy (op->contr->killer, "starvation"); 2747 strcpy (op->contr->killer, "starvation");
3000 } 2748 }
3001 else 2749 else
3002 {
3003 if (op->contr->explore)
3004 {
3005 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3006 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3007 op->stats.hp = op->stats.maxhp;
3008 return;
3009 }
3010 sprintf (buf, "%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
3011 } 2751
3012 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3013 2753
3014 /* save the map location for corpse, gravestone */ 2754 /* save the map location for corpse, gravestone */
3015 x = op->x; 2755 x = op->x;
3016 y = op->y; 2756 y = op->y;
3017 map = op->map; 2757 map = op->map;
3018 2758
3019
3020 if (settings.not_permadeth == TRUE)
3021 {
3022 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
3023 * 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.
3024 * 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.
3025 */ 2762 */
3026 2763
3027 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
3028 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
3029 * of death. 2766 * of death.
3030 */ 2767 */
3031#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
3032 if (settings.balanced_stat_loss) 2769 if (settings.balanced_stat_loss)
3033 { 2770 {
3034 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
3035 /* 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
3036 more if they do. */ 2773 more if they do. */
3037 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
3038 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
3039 little bit harder. */ 2776 little bit harder. */
3040 /* GD */ 2777 /* GD */
3041 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
3042 num_stats_lose = 1; 2779 num_stats_lose = 1;
3043 else
3044 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3045 }
3046 else 2780 else
3047 { 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
3048 num_stats_lose = 1; 2784 num_stats_lose = 1;
3049 } 2785
3050 lost_a_stat = 0; 2786 lost_a_stat = 0;
3051 2787
3052 for (z = 0; z < num_stats_lose; z++) 2788 for (z = 0; z < num_stats_lose; z++)
3053 { 2789 {
3054 i = RANDOM () % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
3055 2791
3056 if (settings.stat_loss_on_death) 2792 if (settings.stat_loss_on_death)
3057 { 2793 {
3058 /* 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
3059 * what he lost. 2795 * what he lost.
3060 */ 2796 */
3061 change_attr_value (&(op->stats), i, -1); 2797 change_attr_value (&(op->stats), i, -1);
3062 check_stat_bounds (&(op->stats)); 2798 check_stat_bounds (&(op->stats));
3063 change_attr_value (&(op->contr->orig_stats), i, -1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
3064 check_stat_bounds (&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
3065 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3066 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);
3067 } 2815 }
3068 else 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
3069 { 2818 {
3070 /* deplete a stat */ 2819 /* GD */
3071 archetype *deparch = archetype::find ("depletion"); 2820 /* Get the stat that we're about to deplete. */
3072 object *dep; 2821 this_stat = get_attr_value (&(dep->stats), i);
3073 2822 if (this_stat < 0)
3074 dep = present_arch_in_ob (deparch, op);
3075 if (!dep)
3076 { 2823 {
3077 dep = arch_to_object (deparch); 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 insert_ob_in_ob (dep, op); 2825 int keep_chance = this_stat * this_stat;
3079 } 2826
3080 lose_this_stat = 1; 2827 /* Yes, I am paranoid. Sue me. */
3081 if (settings.balanced_stat_loss)
3082 {
3083 /* GD */
3084 /* Get the stat that we're about to deplete. */
3085 this_stat = get_attr_value (&(dep->stats), i);
3086 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)
3087 { 2833 {
3088 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3089 int keep_chance = this_stat * this_stat;
3090
3091 /* Yes, I am paranoid. Sue me. */
3092 if (keep_chance < 1)
3093 keep_chance = 1;
3094
3095 /* There is a maximum depletion total per level. */
3096 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3097 {
3098 lose_this_stat = 0; 2834 lose_this_stat = 0;
3099 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
3100 retain the stat. */ 2836 retain the stat. */
3101 }
3102 else
3103 {
3104 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3105 lose_this_stat = 0;
3106 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3107 this_stat, keep_chance, loss_chance,
3108 lose_this_stat?"LOSE":"KEEP"); */
3109 }
3110 } 2837 }
3111 }
3112
3113 if (lose_this_stat)
3114 {
3115 this_stat = get_attr_value (&(dep->stats), i);
3116 /* We could try to do something clever like find another
3117 * stat to reduce if this fails. But chances are, if
3118 * stats have been depleted to -50, all are pretty low
3119 * and should be roughly the same, so it shouldn't make a
3120 * difference.
3121 */ 2838 else
3122 if (this_stat >= -50)
3123 { 2839 {
3124 change_attr_value (&(dep->stats), i, -1); 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3125 SET_FLAG (dep, FLAG_APPLIED);
3126 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3127 fix_player (op);
3128 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"); */
3129 } 2845 }
3130 } 2846 }
3131 } 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 }
3132 } 2866 }
2867 }
2868 }
3133 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
3134 if (!lost_a_stat) 2870 if (!lost_a_stat)
3135 { 2871 {
3136 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
3137 Should I be using something else? GD */ 2873 Should I be using something else? GD */
3138 const char *god = determine_god (op); 2874 const char *god = determine_god (op);
3139 2875
3140 if (god && (strcmp (god, "none"))) 2876 if (god && (strcmp (god, "none")))
3141 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);
3142 else 2878 else
3143 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.");
3144 } 2880 }
3145#else 2881#else
3146 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.");
3147#endif 2883#endif
3148 2884
3149 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
3150 * exp loss on the stone. 2886 * exp loss on the stone.
3151 */ 2887 */
3152 tmp = arch_to_object (archetype::find ("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
3153 sprintf (buf, "%s's gravestone", &op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
3154 tmp->name = buf; 2890 tmp->name = buf;
3155 sprintf (buf, "%s's gravestones", &op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
3156 tmp->name_pl = buf; 2892 tmp->name_pl = buf;
3157 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);
3158 tmp->msg = buf; 2894 tmp->msg = buf;
3159 tmp->x = op->x, tmp->y = op->y; 2895 tmp->x = op->x, tmp->y = op->y;
3160 insert_ob_in_map (tmp, op->map, NULL, 0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
3161 2897
3162 /**************************************/ 2898 /**************************************/
3163 /* */ 2899 /* */
3164 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
3165 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
3166 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
3167 /* */ 2903 /* */
3168 /**************************************/ 2904 /**************************************/
3169 2905
3170 /* remove any poisoning and confusion the character may be suffering. */ 2906 /* remove any poisoning and confusion the character may be suffering. */
3171 /* restore player */ 2907 /* restore player */
3172 at = archetype::find ("poisoning"); 2908 at = archetype::find ("poisoning");
3173 tmp = present_arch_in_ob (at, op); 2909 tmp = present_arch_in_ob (at, op);
3174 2910
3175 if (tmp) 2911 if (tmp)
3176 { 2912 {
3177 tmp->destroy (); 2913 tmp->destroy ();
3178 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3179 } 2915 }
3180 2916
3181 at = archetype::find ("confusion"); 2917 at = archetype::find ("confusion");
3182 tmp = present_arch_in_ob (at, op); 2918 tmp = present_arch_in_ob (at, op);
3183 if (tmp) 2919 if (tmp)
3184 { 2920 {
3185 tmp->destroy (); 2921 tmp->destroy ();
3186 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3187 } 2923 }
3188 2924
3189 cure_disease (op, 0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
3190 2926
3191 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
3192 apply_death_exp_penalty (op); 2928 apply_death_exp_penalty (op);
3193 if (op->stats.food < 100) 2929 if (op->stats.food < 100)
3194 op->stats.food = 900; 2930 op->stats.food = 900;
3195 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
3196 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3197 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3198 2934
3199 /* 2935 /*
3200 * 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
3201 * 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
3202 * in the map. 2938 * in the map.
3203 */ 2939 */
3204 2940
3205 if (is_in_shop (op)) 2941 if (is_in_shop (op))
3206 remove_unpaid_objects (op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
3207 2943
3208 /****************************************/ 2944 /****************************************/
3209 /* */ 2945 /* */
3210 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
3211 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
3212 /* */ 2948 /* */
3213 /****************************************/ 2949 /****************************************/
3214 2950
3215 enter_player_savebed (op); 2951 enter_player_savebed (op);
3216 2952
3217 /* Save the player before inserting the force to reduce
3218 * chance of abuse.
3219 */
3220 op->contr->braced = 0; 2953 op->contr->braced = 0;
3221 save_player (op, 1);
3222 2954
3223 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
3224 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
3225 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
3226 * on the space that might harm the player. 2958 * on the space that might harm the player.
3227 */ 2959 */
3228 will_kill_again = 0; 2960 will_kill_again = 0;
3229 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)
3230 if (tmp->type == SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
3231 will_kill_again |= tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
3232 2964
3233 if (will_kill_again) 2965 if (will_kill_again)
3234 { 2966 {
3235 object *force; 2967 object *force;
3236 int at; 2968 int at;
3237 2969
3238 force = get_archetype (FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
3239 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
3240 force->speed = 0.1; 2972 force->speed = 0.1;
3241 force->speed_left = -5.0; 2973 force->speed_left = -5.0;
3242 SET_FLAG (force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
3243 for (at = 0; at < NROFATTACKS; at++) 2975 for (at = 0; at < NROFATTACKS; at++)
3244 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
3245 force->resist[at] = 100; 2977 force->resist[at] = 100;
3246 2978
3247 insert_ob_in_ob (force, op); 2979 insert_ob_in_ob (force, op);
3248 fix_player (op); 2980 op->update_stats ();
3249 2981
3250 } 2982 }
3251 2983
3252 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3253 return;
3254 } /* NOT_PERMADETH */
3255 else
3256 {
3257 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3258 * should probably be embedded in an else statement.
3259 */
3260
3261 op->contr->party = NULL;
3262 if (settings.set_title == TRUE)
3263 op->contr->own_title[0] = '\0';
3264 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3265 check_score (op);
3266
3267 if (op->contr->ranges[range_golem])
3268 {
3269 remove_friendly_object (op->contr->ranges[range_golem]);
3270 op->contr->ranges[range_golem]->destroy ();
3271 op->contr->ranges[range_golem] = 0;
3272 }
3273
3274 loot_object (op); /* Remove some of the items for good */
3275 op->remove ();
3276 op->direction = 0;
3277
3278 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3279 {
3280 delete_character (op->name, 0);
3281 if (settings.resurrection == TRUE)
3282 {
3283 /* save playerfile sans equipment when player dies
3284 ** then save it as player.pl.dead so that future resurrection
3285 ** type spells will work on them nicely
3286 */
3287 delete_character (op->name, 0);
3288 op->stats.hp = op->stats.maxhp;
3289 op->stats.food = 999;
3290
3291 /* set the location of where the person will reappear when */
3292 /* maybe resurrection code should fix map also */
3293 strcpy (op->contr->maplevel, settings.emergency_mapname);
3294 if (op->map != NULL)
3295 op->map = NULL;
3296 op->x = settings.emergency_x;
3297 op->y = settings.emergency_y;
3298 save_player (op, 0);
3299 op->map = map;
3300 /* please see resurrection.c: peterm */
3301 dead_player (op);
3302 }
3303 else
3304 delete_character (op->name, 1);
3305 }
3306
3307 play_again (op);
3308
3309 /* peterm: added to create a corpse at deathsite. */
3310 tmp = arch_to_object (archetype::find ("corpse_pl"));
3311 sprintf (buf, "%s", &op->name);
3312 tmp->name = tmp->name_pl = buf;
3313 tmp->level = op->level;
3314 tmp->x = x;
3315 tmp->y = y;
3316 tmp->msg = gravestone_text (op);
3317 SET_FLAG (tmp, FLAG_UNIQUE);
3318 insert_ob_in_map (tmp, map, NULL, 0);
3319 }
3320} 2985}
3321
3322 2986
3323void 2987void
3324loot_object (object *op) 2988loot_object (object *op)
3325{ /* Grab and destroy some treasure */ 2989{ /* Grab and destroy some treasure */
3326 object *tmp, *tmp2, *next; 2990 object *tmp, *tmp2, *next;
3327 2991
3328 if (op->container) 2992 if (op->container)
3329 { /* close open sack first */
3330 esrv_apply_container (op, op->container); 2993 esrv_apply_container (op, op->container); /* close open sack first */
3331 }
3332 2994
3333 for (tmp = op->inv; tmp != NULL; tmp = next) 2995 for (tmp = op->inv; tmp; tmp = next)
3334 { 2996 {
3335 next = tmp->below; 2997 next = tmp->below;
3336 if (tmp->type == EXPERIENCE || tmp->invisible) 2998
2999 if (tmp->invisible)
3337 continue; 3000 continue;
3001
3338 tmp->remove (); 3002 tmp->remove ();
3339 tmp->x = op->x, tmp->y = op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3340 if (tmp->type == CONTAINER) 3004 if (tmp->type == CONTAINER)
3341 { /* empty container to ground */ 3005 { /* empty container to ground */
3342 loot_object (tmp); 3006 loot_object (tmp);
3364 */ 3028 */
3365 3029
3366void 3030void
3367fix_weight (void) 3031fix_weight (void)
3368{ 3032{
3369 player *pl; 3033 for_all_players (pl)
3370
3371 for (pl = first_player; pl != NULL; pl = pl->next)
3372 { 3034 {
3373 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3374 3036
3375 if (old == sum) 3037 if (old == sum)
3376 continue; 3038 continue;
3377 fix_player (pl->ob); 3039 pl->ob->update_stats ();
3378 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);
3379 } 3041 }
3380} 3042}
3381 3043
3382void 3044void
3383fix_luck (void) 3045fix_luck (void)
3384{ 3046{
3385 player *pl; 3047 for_all_players (pl)
3386
3387 for (pl = first_player; pl != NULL; pl = pl->next)
3388 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3389 change_luck (pl->ob, 0); 3049 pl->ob->change_luck (0);
3390} 3050}
3391
3392 3051
3393/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3394 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3395 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3396 */ 3055 */
3397
3398void 3056void
3399cast_dust (object *op, object *throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3400{ 3058{
3401 object *skop, *spob; 3059 object *skop, *spob;
3402 3060
3447 object *tmp = NULL; 3105 object *tmp = NULL;
3448 3106
3449 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3450 return 1; 3108 return 1;
3451 3109
3452 if (op->type == PLAYER)
3453 for (tmp = op->inv; tmp; tmp = tmp->below)
3454 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3455 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3456 return 1;
3457 return 0; 3110 return 0;
3458} 3111}
3459 3112
3460/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3461 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3517 3170
3518 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3519 3172
3520 /* 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! */
3521 if (op->type == PLAYER && op->contr->run_on) 3174 if (op->type == PLAYER && op->contr->run_on)
3522 {
3523 if (!skop || num >= skop->level) 3175 if (!skop || num >= skop->level)
3524 { 3176 {
3525 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!");
3526 make_visible (op); 3178 make_visible (op);
3527 return; 3179 return;
3528 } 3180 }
3529 else 3181 else
3530 num += 20; 3182 num += 20;
3531 } 3183
3532 num += op->map->difficulty; 3184 num += op->map->difficulty;
3533 hide = hideability (op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3534 num -= hide; 3186 num -= hide;
3187
3535 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3536 { 3189 {
3537 make_visible (op); 3190 make_visible (op);
3538 if (op->type == PLAYER) 3191 if (op->type == PLAYER)
3539 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!");
3540 } 3193 }
3541 else if (op->type == PLAYER && skop) 3194 else if (op->type == PLAYER && skop)
3542 {
3543 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);
3544 }
3545} 3196}
3546 3197
3547/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3548 3199
3549int 3200int
3576 if (mflags & P_OUT_OF_MAP) 3227 if (mflags & P_OUT_OF_MAP)
3577 continue; 3228 continue;
3578 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)))
3579 continue; 3230 continue;
3580 3231
3581 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)
3582 { 3233 {
3583 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))
3584 return 1; 3235 return 1;
3585 else if (tmp->type == PLAYER) 3236 else if (tmp->type == PLAYER)
3586 { 3237 {
3616 if (pl->type != PLAYER) 3267 if (pl->type != PLAYER)
3617 { 3268 {
3618 LOG (llevError, "player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3619 return -1; 3270 return -1;
3620 } 3271 }
3272
3621 if (!pl || !op) 3273 if (!pl || !op)
3622 return 0; 3274 return 0;
3623 3275
3624 if (op->head)
3625 {
3626 op = op->head; 3276 op = op->head_ ();
3627 } 3277
3628 get_rangevector (pl, op, &rv, 0x1); 3278 get_rangevector (pl, op, &rv, 0x1);
3629 3279
3630 /* starting with the 'head' part, lets loop 3280 /* starting with the 'head' part, lets loop
3631 * through the object and find if it has any 3281 * through the object and find if it has any
3632 * part that is in the los array but isnt on 3282 * part that is in the los array but isnt on
3640 3290
3641 /* only the viewable area the player sees is updated by LOS 3291 /* only the viewable area the player sees is updated by LOS
3642 * 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
3643 * for any meaningful values. 3293 * for any meaningful values.
3644 */ 3294 */
3645 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3646 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3647 !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)])
3648 return 1; 3298 return 1;
3649 op = op->more; 3299 op = op->more;
3650 } 3300 }
3651 return 0; 3301 return 0;
3652} 3302}
3762 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3763 return; 3413 return;
3764 3414
3765 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++);
3766 3416
3767 if (tr == NULL || tr->item == NULL) 3417 if (!tr || !tr->item)
3768 { 3418 {
3769 /* 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]); */
3770 return; 3420 return;
3771 } 3421 }
3772 3422
3838 { 3488 {
3839 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3840 object *skin; 3490 object *skin;
3841 3491
3842 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3843 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
3844 if (skin == NULL) 3497 if (!skin)
3845 return; 3498 return;
3846 3499
3847 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3848 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3849 { 3502 {

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