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Comparing deliantra/server/server/player.C (file contents):
Revision 1.45 by root, Sat Dec 16 17:16:52 2006 UTC vs.
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
28#include <living.h> 29#include <living.h>
29#include <object.h> 30#include <object.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#ifdef COZY_SERVER 34#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 35#include <functional>
35#endif
36 36
37player * 37playervec players;
38find_player (const char *plname)
39{
40 player *pl;
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname))
45 return pl;
46 };
47 return NULL;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74}
75 38
76void 39void
77display_motd (const object *op) 40display_motd (const object *op)
78{ 41{
79 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
87 return; 50 return;
88 51
89 motd[0] = '\0'; 52 motd[0] = '\0';
90 size = 0; 53 size = 0;
91 54
92 while (fgets (buf, MAX_BUF, fp) != NULL) 55 while (fgets (buf, MAX_BUF, fp))
93 { 56 {
94 if (*buf == '#') 57 if (*buf == '#')
95 continue; 58 continue;
96 59
97 strncat (motd + size, buf, HUGE_BUF - size); 60 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 79 return;
117 80
118 rules[0] = '\0'; 81 rules[0] = '\0';
119 size = 0; 82 size = 0;
120 83
121 while (fgets (buf, MAX_BUF, fp) != NULL) 84 while (fgets (buf, MAX_BUF, fp))
122 { 85 {
123 if (*buf == '#') 86 if (*buf == '#')
124 continue; 87 continue;
125 88
126 if (size + strlen (buf) >= HUGE_BUF) 89 if (size + strlen (buf) >= HUGE_BUF)
162 125
163 if (*buf == '%') 126 if (*buf == '%')
164 { /* send one news */ 127 { /* send one news */
165 if (size > 0) 128 if (size > 0)
166 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
167 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
168 strip_endline (subject); 132 strip_endline (subject);
169 size = 0; 133 size = 0;
170 news[0] = '\0'; 134 news[0] = '\0';
171 } 135 }
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
187} 151}
188 152
189int
190playername_ok (const char *cp)
191{
192 /* Don't allow - or _ as first character in the name */
193 if (*cp == '-' || *cp == '_')
194 return 0;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201}
202
203/* This no longer sets the player map. Also, it now updates
204 * all the pointers so the caller doesn't need to do that.
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{
217 object *op = arch_to_object (get_player_archetype (0));
218 int i;
219
220 /* Clears basically the entire player structure except
221 * for next and socket.
222 */
223 p->clear ();
224
225 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point.
227 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice;
232 p->Swap_First = -1;
233
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */
239
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10;
258 p->last_speed = -1;
259 p->shoottype = range_none;
260 p->bowtype = bow_normal;
261 p->petmode = pet_normal;
262 p->listening = 10;
263 p->usekeys = containers;
264 p->last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */
266 p->do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273
274 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start
277 * at zero.
278 */
279 for (i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284
285 for (i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1;
287
288 p->last_stats.exp = -1;
289 p->last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295}
296
297/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
298static void 154static void
299set_first_map (object *op) 155set_first_map (object *op)
300{ 156{
301 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
302 op->x = -1; 158 op->x = -1;
303 op->y = -1; 159 op->y = -1;
304 enter_exit (op, NULL);
305} 160}
306 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 run_on = 0;
217 fire_on = 0;
218
219 ns->update_look = 0;
220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320}
321
322player::player ()
323{
324 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point.
326 */
327 outputs_sync = 16; /* Every 2 seconds */
328 outputs_count = 8; /* Keeps present behaviour */
329 unapply = unapply_nochoice;
330
331 savebed_map = first_map_path; /* Init. respawn position */
332
333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341}
342
343void
344player::do_destroy ()
345{
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
351 {
352 ob->destroy_inv (false);
353 ob->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
307/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
309 * mode. 365 * mode.
310 */ 366 */
311 367player *
312int 368player::create ()
313add_player (client *ns)
314{ 369{
315 player *p = new player; 370 player *pl = new player;
316 371
317 p->socket = ns; 372 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); 373 set_first_map (pl->ob);
326 374
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; 375 return pl;
335} 376}
336 377
337/* 378/*
338 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
348 { 389 {
349 if (at == NULL || at->next == NULL) 390 if (at == NULL || at->next == NULL)
350 at = first_archetype; 391 at = first_archetype;
351 else 392 else
352 at = at->next; 393 at = at->next;
394
353 if (at->clone.type == PLAYER) 395 if (at->clone.type == PLAYER)
354 return at; 396 return at;
397
355 if (at == start) 398 if (at == start)
356 { 399 {
357 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 401 exit (-1);
359 } 402 }
360 } 403 }
361} 404}
362 405
363
364object * 406object *
365get_nearest_player (object *mon) 407get_nearest_player (object *mon)
366{ 408{
367 object *op = NULL; 409 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 410 objectlink *ol;
370 unsigned lastdist; 411 unsigned lastdist;
371 rv_vector rv; 412 rv_vector rv;
372 413
373 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 { 415 {
375 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
376 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
377 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
378 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
382 object *tmp = ol->ob; 423 object *tmp = ol->ob;
383 424
384 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
385 * itself will have been cleared. 426 * itself will have been cleared.
386 */ 427 */
387 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
388 ol = ol->next; 430 ol = ol->next;
389 remove_friendly_object (tmp); 431 remove_friendly_object (tmp);
390 if (!ol) 432 if (!ol)
391 return op; 433 return op;
392 } 434 }
405 { 447 {
406 op = ol->ob; 448 op = ol->ob;
407 lastdist = rv.distance; 449 lastdist = rv.distance;
408 } 450 }
409 } 451 }
410 for (pl = first_player; pl != NULL; pl = pl->next) 452
411 { 453 for_all_players (pl)
412 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
413 {
414
415 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
416 { 456 {
417 op = pl->ob; 457 op = pl->ob;
418 lastdist = rv.distance; 458 lastdist = rv.distance;
419 } 459 }
420 } 460
421 }
422#if 0 461#if 0
423 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
424#endif 463#endif
425 return op; 464 return op;
426} 465}
444 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
445 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
446 * is probably not a good thing. 485 * is probably not a good thing.
447 */ 486 */
448#define MAX_SPACES 50 487#define MAX_SPACES 50
449
450 488
451/* 489/*
452 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
453 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
454 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
693 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
694 link_player_skills (pl); 732 link_player_skills (pl);
695} 733}
696 734
697void 735void
698get_name (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_NAME;
702 send_query (op->contr->socket, 0, "What is your name?\n:");
703}
704
705void
706get_password (object *op)
707{
708 op->contr->write_buf[0] = '\0';
709 op->contr->state = ST_GET_PASSWORD;
710 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
711}
712
713void
714play_again (object *op)
715{
716 op->contr->state = ST_PLAY_AGAIN;
717 op->chosen_skill = NULL;
718 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
719 /* a bit of a hack, but there are various places early in th
720 * player creation process that a user can quit (eg, roll
721 * stats) that isn't removing the player. Taking a quick
722 * look, there are many places that call play_again without
723 * removing the player - it probably makes more sense
724 * to leave it to play_again to remove the object in all
725 * cases.
726 */
727 if (!QUERY_FLAG (op, FLAG_REMOVED))
728 op->remove ();
729 /* Need to set this to null - otherwise, it could point to garbage,
730 * and draw() doesn't check to see if the player is removed, only if
731 * the map is null or not swapped out.
732 */
733 op->map = NULL;
734}
735
736int
737receive_play_again (object *op, char key)
738{
739 if (key == 'q' || key == 'Q')
740 {
741 remove_friendly_object (op);
742 leave (op->contr, 0); /* ericserver will draw the message */
743 return 2;
744 }
745 else if (key == 'a' || key == 'A')
746 {
747 player *pl = op->contr;
748 shstr name = op->name;
749
750 op->contr = 0;
751 op->type = 0;
752 op->destroy (1);
753 pl = get_player (pl);
754 op = pl->ob;
755 add_friendly_object (op);
756 op->contr->password[0] = '~';
757 op->name = op->name_pl = 0;
758 /* Lets put a space in here */
759 new_draw_info (NDI_UNIQUE, 0, op, "\n");
760 get_name (op);
761 op->name = op->name_pl = name;
762 set_first_map (op);
763 }
764 else
765 /* user pressed something else so just ask again... */
766 play_again (op);
767
768 return 0;
769}
770
771void
772confirm_password (object *op)
773{
774
775 op->contr->write_buf[0] = '\0';
776 op->contr->state = ST_CONFIRM_PASSWORD;
777 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
778}
779
780void
781get_party_password (object *op, partylist *party) 736get_party_password (object *op, partylist *party)
782{ 737{
783 if (party == NULL) 738 if (party == NULL)
784 { 739 {
785 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
786 return; 741 return;
787 } 742 }
743
788 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
789 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
790 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
791 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
792} 748}
793
794 749
795/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
796int 751static int
797roll_stat (void) 752roll_stat (void)
798{ 753{
799 int a[4], i, j, k; 754 int a[4], i, j, k;
800 755
801 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
804 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
805 if (a[i] < k) 760 if (a[i] < k)
806 k = a[i], j = i; 761 k = a[i], j = i;
807 762
808 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
809 {
810 if (i != j) 764 if (i != j)
811 k += a[i]; 765 k += a[i];
812 } 766
813 return k; 767 return k;
814} 768}
815 769
816void 770void
817roll_stats (object *op) 771object::roll_stats ()
818{ 772{
819 int sum = 0;
820 int i = 0, j = 0;
821 int statsort[7]; 773 int statsort [7];
822 774
823 do 775 for (;;)
824 {
825 op->stats.Str = roll_stat ();
826 op->stats.Dex = roll_stat ();
827 op->stats.Int = roll_stat ();
828 op->stats.Con = roll_stat ();
829 op->stats.Wis = roll_stat ();
830 op->stats.Pow = roll_stat ();
831 op->stats.Cha = roll_stat ();
832 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
833 } 776 {
834 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
835 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
836 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
837 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
838 statsort[1] = op->stats.Dex;
839 statsort[2] = op->stats.Int;
840 statsort[3] = op->stats.Con;
841 statsort[4] = op->stats.Wis;
842 statsort[5] = op->stats.Pow;
843 statsort[6] = op->stats.Cha;
844 787
845 /* a quick and dirty bubblesort? */
846 do
847 {
848 if (statsort[i] < statsort[i + 1])
849 {
850 j = statsort[i];
851 statsort[i] = statsort[i + 1];
852 statsort[i + 1] = j;
853 i = 0;
854 }
855 else
856 {
857 i++;
858 }
859 }
860 while (i < 6);
861
862 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
863 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
864 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
865 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
866 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
867 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
868 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
869 795
870
871 op->contr->orig_stats.Str = op->stats.Str;
872 op->contr->orig_stats.Dex = op->stats.Dex;
873 op->contr->orig_stats.Int = op->stats.Int;
874 op->contr->orig_stats.Con = op->stats.Con;
875 op->contr->orig_stats.Wis = op->stats.Wis;
876 op->contr->orig_stats.Pow = op->stats.Pow;
877 op->contr->orig_stats.Cha = op->stats.Cha;
878
879 op->level = 1;
880 op->stats.exp = 0; 796 stats.exp = 0;
881 op->stats.ac = 0; 797 stats.ac = 0;
882 798
883 op->contr->levhp[1] = 9;
884 op->contr->levsp[1] = 6;
885 op->contr->levgrace[1] = 3;
886
887 fix_player (op);
888 op->stats.hp = op->stats.maxhp; 799 stats.hp = stats.maxhp;
889 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
890 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
891 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
892} 811}
893 812
894void 813void
895Roll_Again (object *op) 814object::swap_stats (int a, int b)
896{ 815{
897 esrv_new_player (op->contr, 0); 816 int tmp = get_attr_value (&contr->orig_stats, a);
898 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
899 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 818 set_attr_value (&contr->orig_stats, b, tmp);
900}
901 819
902void 820 stats.Str = contr->orig_stats.Str;
903Swap_Stat (object *op, int Swap_Second) 821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
848}
849
850static void
851start_info (object *op)
904{ 852{
905 signed char tmp;
906 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
907 854
908 if (op->contr->Swap_First == -1) 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
909 {
910 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
911 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
912 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
913 return;
914 }
915
916 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
917
918 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
919
920 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
921
922 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
923 new_draw_info (NDI_UNIQUE, 0, op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
924 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
925 op->stats.Dex = op->contr->orig_stats.Dex;
926 op->stats.Con = op->contr->orig_stats.Con;
927 op->stats.Int = op->contr->orig_stats.Int;
928 op->stats.Wis = op->contr->orig_stats.Wis;
929 op->stats.Pow = op->contr->orig_stats.Pow;
930 op->stats.Cha = op->contr->orig_stats.Cha;
931 op->stats.ac = 0;
932
933 op->level = 1;
934 op->stats.exp = 0;
935 op->stats.ac = 0;
936
937 op->contr->levhp[1] = 9;
938 op->contr->levsp[1] = 6;
939 op->contr->levgrace[1] = 3;
940
941 fix_player (op);
942 op->stats.hp = op->stats.maxhp;
943 op->stats.sp = op->stats.maxsp;
944 op->stats.grace = op->stats.maxgrace;
945 op->contr->orig_stats = op->stats;
946 op->contr->Swap_First = -1;
947}
948
949
950/* This code has been greatly reduced, because with set_attr_value
951 * and get_attr_value, the stats can be accessed just numeric
952 * ids. stat_trans is a table that translate the number entered
953 * into the actual stat. It is needed because the order the stats
954 * are displayed in the stat window is not the same as how
955 * the number's access that stat. The table does that translation.
956 */
957int
958key_roll_stat (object *op, char key)
959{
960 int keynum = key - '0';
961 char buf[MAX_BUF];
962 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
963
964 if (keynum > 0 && keynum <= 7)
965 {
966 if (op->contr->Swap_First == -1)
967 {
968 op->contr->Swap_First = stat_trans[keynum];
969 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
970 new_draw_info (NDI_UNIQUE, 0, op, buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
971 }
972 else
973 Swap_Stat (op, stat_trans[keynum]);
974
975 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
976 return 1;
977 }
978 switch (key)
979 {
980 case 'n':
981 case 'N':
982 {
983 SET_FLAG (op, FLAG_WIZ);
984 if (op->map == NULL)
985 {
986 LOG (llevError, "Map == NULL in state 2\n");
987 break;
988 }
989
990#if 0
991 /* So that enter_exit will put us at startx/starty */
992 op->x = -1;
993
994 enter_exit (op, NULL);
995#endif
996 SET_ANIMATION (op, 2); /* So player faces south */
997 /* Enter exit adds a player otherwise */
998 add_statbonus (op);
999 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1000 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1001 op->contr->state = ST_CHANGE_CLASS;
1002 if (op->msg)
1003 new_draw_info (NDI_BLUE, 0, op, op->msg);
1004 return 0;
1005 }
1006 case 'y':
1007 case 'Y':
1008 roll_stats (op);
1009 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1010 return 1;
1011
1012 case 'q':
1013 case 'Q':
1014 play_again (op);
1015 return 1;
1016
1017 default:
1018 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1019 return 0;
1020 }
1021 return 0;
1022} 859}
1023 860
1024/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
1025 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
1026 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
1027 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
1028 * not the class. 865 * not the class.
1029 */ 866 */
1030
1031int 867int
1032key_change_class (object *op, char key) 868key_change_class (object *op, char key)
1033{ 869{
1034 int tmp_loop; 870 int tmp_loop;
1035 871
1036 if (key == 'q' || key == 'Q')
1037 {
1038 op->remove ();
1039 play_again (op);
1040 return 0;
1041 }
1042 if (key == 'd' || key == 'D') 872 if (key == 'd' || key == 'D')
1043 { 873 {
1044 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
1045 875
1046 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
1051 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, op, 0, 0, 0);
1052 882
1053 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
1054 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
1055 885
1056 op->contr->state = ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
1057 887
1058 if (op->msg) 888 if (op->msg)
1059 op->msg = NULL; 889 op->msg = NULL;
1060 890
1061 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
1062 * to save here. 892 * to save here.
1063 */ 893 */
1064 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
1065 make_path_to_file (buf); 895 make_path_to_file (buf);
1066 896
1067#ifdef AUTOSAVE
1068 op->contr->last_save_tick = pticks;
1069#endif
1070 start_info (op); 897 start_info (op);
1071 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
1072 give_initial_items (op, op->randomitems); 899 give_initial_items (op, op->randomitems);
1073 link_player_skills (op); 900 link_player_skills (op);
1074 esrv_send_inventory (op, op); 901 esrv_send_inventory (op, op);
1075 fix_player (op); 902 op->update_stats ();
1076 903
1077 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1078 * is one for this race 905 * is one for this race
1079 */ 906 */
1080 if (*first_map_ext_path) 907 if (*first_map_ext_path)
1081 { 908 {
1082 object *tmp; 909 object *tmp;
1083 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1084 911
1085 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1086 tmp = object::create (); 913 tmp = object::create ();
1087 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1088 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1089 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1090 enter_exit (op, tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
1091 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1092 * default initial map */ 919 * default initial map */
1093 tmp->destroy (); 920 tmp->destroy ();
1094 } 921 }
1095 else 922 else
1096 {
1097 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1098 } 924
1099 return 0; 925 return 0;
1100 } 926 }
1101 927
1102 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1103 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1107 while (!tmp_loop) 933 while (!tmp_loop)
1108 { 934 {
1109 shstr name = op->name; 935 shstr name = op->name;
1110 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1111 937
1112 remove_statbonus (op); 938 op->remove_statbonus ();
1113 op->remove (); 939 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 940 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 941 op->arch->clone.copy_to (op);
1116 op->instantiate (); 942 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1119 op->x = x; 945 op->x = x;
1120 op->y = y; 946 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 949 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 950 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 951 tmp_loop = allowed_class (op);
1126 } 952 }
1127 953
1128 update_object (op, UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 956 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 959 op->stats.grace = 0;
1134 960
1135 if (op->msg) 961 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 963
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 964 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; 965 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} 966}
1190 967
1191void 968void
1192flee_player (object *op) 969flee_player (object *op)
1193{ 970{
1223 { 1000 {
1224 op->enemy = NULL; 1001 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1003 return;
1227 } 1004 }
1005
1228 get_rangevector (op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1229 1007
1230 dir = absdir (4 + rv.direction); 1008 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1009 for (diff = 0; diff < 3; diff++)
1232 { 1010 {
1233 int m = 1 - (RANDOM () & 2); 1011 int m = 1 - (RANDOM () & 2);
1234 1012
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1014 return;
1238 }
1239 } 1015 }
1016
1240 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1019 op->enemy = NULL;
1243} 1020}
1244 1021
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 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)))); 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1109 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 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)))); 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1113 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 } 1114 }
1115
1366 /* philosophy: 1116 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1117 * 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 1118 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1119 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1120 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1121 * example.
1372 * The drawback: right now it has no frontend, so you need to 1122 * 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 1123 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1124 * convert to decimal and then 'pickup <#>
1800 if (!dir) 1550 if (!dir)
1801 { 1551 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1803 return 0; 1553 return 0;
1804 } 1554 }
1555
1805 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1806 bow = op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1807 else 1558 else
1808 { 1559 {
1809 for (bow = op->inv; bow; bow = bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1817 { 1568 {
1818 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1819 return 0; 1570 return 0;
1820 } 1571 }
1821 } 1572 }
1573
1822 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1823 { 1575 {
1824 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1825 return 0; 1577 return 0;
1826 } 1578 }
1828 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1829 1581
1830 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1831 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1832 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1833 if (bowspeed < 1) 1586 if (bowspeed < 1)
1834 bowspeed = 1; 1587 bowspeed = 1;
1835 1588
1836 if (arrow == NULL) 1589 if (arrow == NULL)
1837 { 1590 {
1843 else 1596 else
1844 CLEAR_FLAG (op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1845 return 0; 1598 return 0;
1846 } 1599 }
1847 } 1600 }
1601
1848 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP) 1603 if (mflags & P_OUT_OF_MAP)
1850 {
1851 return 0; 1604 return 0;
1852 } 1605
1853 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1854 { 1607 {
1855 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1608 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1856 return 0; 1609 return 0;
1857 } 1610 }
1863 return 0; 1616 return 0;
1864 } 1617 }
1865 1618
1866 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1867 arrow = get_split_ob (arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1868 if (arrow == NULL) 1621 if (!arrow)
1869 { 1622 {
1870 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1871 return 0; 1624 return 0;
1872 } 1625 }
1626
1873 arrow->set_owner (op); 1627 arrow->set_owner (op);
1874 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1875
1876 arrow->direction = dir; 1629 arrow->direction = dir;
1877 arrow->x = sx;
1878 arrow->y = sy;
1879 1630
1880 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1881 { 1632 {
1882 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1883 fix_player (op); 1634 op->update_stats ();
1884 } 1635 }
1885 1636
1886 SET_ANIMATION (arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1887 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1888 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1898 1649
1899 /* update the speed */ 1650 /* update the speed */
1900 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1651 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; 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1902 1653
1903 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1904 arrow->speed = 1.0;
1905 update_ob_speed (arrow);
1906 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1907 1656
1908 if (op->type == PLAYER) 1657 if (op->type == PLAYER)
1909 { 1658 {
1910 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1920 } 1669 }
1921 1670
1922 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1923 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1924 1673
1925 if (bow->slaying != NULL) 1674 if (bow->slaying)
1926 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1927 1676
1928 arrow->map = m;
1929 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1930 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1931 1679
1932 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1933 insert_ob_in_map (arrow, m, op, 0); 1681 m->insert (arrow, sx, sy, op);
1934 1682
1935 if (!arrow->destroyed ()) 1683 if (!arrow->destroyed ())
1936 move_arrow (arrow); 1684 move_arrow (arrow);
1937 1685
1938 if (op->type == PLAYER) 1686 if (op->type == PLAYER)
1964 } 1712 }
1965 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1966 { 1714 {
1967 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1968 wcmod = -1; 1716 wcmod = -1;
1717
1969 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1970 } 1719 }
1971 else if (op->contr->bowtype == bow_threewide) 1720 else if (op->contr->bowtype == bow_threewide)
1972 { 1721 {
1973 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2043 1792
2044 if (item->arch) 1793 if (item->arch)
2045 { 1794 {
2046 CLEAR_FLAG (item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
2047 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
2048 item->speed = 0; 1797 item->set_speed (0);
2049 update_ob_speed (item);
2050 } 1798 }
1799
2051 if ((tmp = is_player_inv (item))) 1800 if ((tmp = item->in_player ()))
2052 esrv_update_item (UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
2053 } 1802 }
2054 } 1803 }
2055 else if (item->type == ROD || item->type == HORN) 1804 else if (item->type == ROD || item->type == HORN)
2056 {
2057 drain_rod_charge (item); 1805 drain_rod_charge (item);
2058 }
2059 } 1806 }
2060} 1807}
2061 1808
2062/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
2063 */ 1810 */
2102 { 1849 {
2103 if (op->type == PLAYER) 1850 if (op->type == PLAYER)
2104 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
2105 return; 1852 return;
2106 } 1853 }
1854
2107 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
2108 return; 1856 return;
2109 case range_builder: 1857 case range_builder:
2110 apply_map_builder (op, dir); 1858 apply_map_builder (op, dir);
2111 return; 1859 return;
2112 default: 1860 default:
2206 * 0 otherwise 1954 * 0 otherwise
2207 */ 1955 */
2208static int 1956static int
2209player_attack_door (object *op, object *door) 1957player_attack_door (object *op, object *door)
2210{ 1958{
2211
2212 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* 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 - 1960 * might as well return immediately as there is nothing more to do -
2214 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
2215 */ 1962 */
2216 object *key = find_key (op, op, door); 1963 object *key = find_key (op, op, door);
2254 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2255 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2256 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2257 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2258 */ 2005 */
2259
2260void 2006void
2261move_player_attack (object *op, int dir) 2007move_player_attack (object *op, int dir)
2262{ 2008{
2263 object *tmp, *mon; 2009 object *tmp, *mon;
2264 sint16 nx, ny; 2010 sint16 nx, ny;
2266 maptile *m; 2012 maptile *m;
2267 2013
2268 nx = freearr_x[dir] + op->x; 2014 nx = freearr_x[dir] + op->x;
2269 ny = freearr_y[dir] + op->y; 2015 ny = freearr_y[dir] + op->y;
2270 2016
2271 on_battleground = op_on_battleground (op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2272 2018
2273 /* If braced, or can't move to the square, and it is not out of the 2019 /* 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 2020 * 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 2021 * 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 2022 * player. This is a pretty nasty hack, because if we could
2281 */ 2027 */
2282 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2283 { 2029 {
2284 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2285 { 2031 {
2286 m = get_map_from_coord (op->map, &nx, &ny); 2032 m = op->map->xy_find (nx, ny);
2287 if (!m) 2033 if (!m)
2288 return; /* Don't think this should happen */ 2034 return; /* Don't think this should happen */
2289 } 2035 }
2290 else 2036 else
2291 m = op->map; 2037 m = op->map;
2292 2038
2293 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2039 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; 2040 return;
2297 }
2298 2041
2299 mon = NULL; 2042 mon = 0;
2300 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* 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. 2044 * 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 2045 * if its a door or barrel (can roll) see if there may be monsters
2303 * on the space 2046 * on the space
2304 */ 2047 */
2305 while (tmp != NULL) 2048 while (tmp)
2306 { 2049 {
2307 if (tmp == op) 2050 if (tmp == op)
2308 { 2051 {
2309 tmp = tmp->above; 2052 tmp = tmp->above;
2310 continue; 2053 continue;
2320 mon = tmp; 2063 mon = tmp;
2321 2064
2322 tmp = tmp->above; 2065 tmp = tmp->above;
2323 } 2066 }
2324 2067
2325 if (mon == NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2326 return; /* into a wall */ 2069 return; /* into a wall */
2327 2070
2328 if (mon->head != NULL) 2071 if (mon->head)
2329 mon = mon->head; 2072 mon = mon->head;
2330 2073
2331 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2332 if (player_attack_door (op, mon)) 2075 if (player_attack_door (op, mon))
2333 return; 2076 return;
2355 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2356 { 2099 {
2357 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2358 if (op->contr->braced) 2101 if (op->contr->braced)
2359 return; 2102 return;
2103
2360 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2361 (void) push_ob (mon, dir, op); 2105 (void) push_ob (mon, dir, op);
2362 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2363 make_visible (op); 2107 make_visible (op);
2108
2364 return; 2109 return;
2365 } 2110 }
2366 2111
2367 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2368 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2370 * attack them either. 2115 * attack them either.
2371 */ 2116 */
2372 if ((mon->type == PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2373 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2374#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2375 (op->contr->peaceful 2120 (op->contr->peaceful
2376 || (mon->type == PLAYER 2121 || (mon->type == PLAYER
2377 && mon->contr-> 2122 && mon->contr->
2378 peaceful)) && 2123 peaceful)) &&
2379#else 2124#else
2380 op->contr->peaceful && 2125 op->contr->peaceful &&
2381#endif 2126#endif
2382 !on_battleground)) 2127 !on_battleground))
2383 { 2128 {
2384 if (!op->contr->braced) 2129 if (!op->contr->braced)
2385 { 2130 {
2386 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2387 (void) push_ob (mon, dir, op); 2132 push_ob (mon, dir, op);
2388 } 2133 }
2389 else 2134 else
2390 {
2391 new_draw_info (0, 0, op, "You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2392 } 2136
2393 if (op->contr->tmp_invis || op->hide) 2137 if (op->contr->tmp_invis || op->hide)
2394 make_visible (op); 2138 make_visible (op);
2395 } 2139 }
2396 2140
2397 /* If the object is a boulder or other rollable object, then 2141 /* 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 2152 * 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: 2153 * 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 2154 * 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. 2155 * that party_number -1 is no party, so attacks can still happen.
2412 */ 2156 */
2413
2414 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2157 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))) 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2416 { 2159 {
2417 2160
2418 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2425 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2426 2169
2427 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2428 } 2171 }
2429 2172
2430 skill_attack (mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2431 2174
2432 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2433 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2434 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2435 * the wiz. 2178 * the wiz.
2437 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2438 { 2181 {
2439 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2440 2183
2441 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2442 skill_attack (op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2443 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2444 } 2187 }
2188
2445 if (action_makes_visible (op)) 2189 if (action_makes_visible (op))
2446 make_visible (op); 2190 make_visible (op);
2447 } 2191 }
2448 } /* if player should attack something */ 2192 } /* if player should attack something */
2449} 2193}
2451int 2195int
2452move_player (object *op, int dir) 2196move_player (object *op, int dir)
2453{ 2197{
2454 int pick; 2198 int pick;
2455 2199
2456 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2457 return 0; 2201 return 0;
2458 2202
2459 /* Sanity check: make sure dir is valid */ 2203 /* Sanity check: make sure dir is valid */
2460 if ((dir < 0) || (dir >= 9)) 2204 if ((dir < 0) || (dir >= 9))
2461 { 2205 {
2462 LOG (llevError, "move_player: invalid direction %d\n", dir); 2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2463 return 0; 2207 return 0;
2464 } 2208 }
2465 2209
2466 /* peterm: added following line */ 2210 /* peterm: added following line */
2467 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2468 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2469 2213
2470 op->facing = dir; 2214 op->facing = dir;
2471 2215
2484 2228
2485 /* Add special check for newcs players and fire on - this way, the 2229 /* Add special check for newcs players and fire on - this way, the
2486 * server can handle repeat firing. 2230 * server can handle repeat firing.
2487 */ 2231 */
2488 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2489 {
2490 op->direction = dir; 2233 op->direction = dir;
2491 }
2492 else 2234 else
2493 {
2494 op->direction = 0; 2235 op->direction = 0;
2495 } 2236
2496 /* Update how the player looks. Use the facing, so direction may 2237 /* Update how the player looks. Use the facing, so direction may
2497 * get reset to zero. This allows for full animation capabilities 2238 * get reset to zero. This allows for full animation capabilities
2498 * for players. 2239 * for players.
2499 */ 2240 */
2500 animate_object (op, op->facing); 2241 animate_object (op, op->facing);
2552 2293
2553 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2554 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2555 * called, so we recheck it here. 2296 * called, so we recheck it here.
2556 */ 2297 */
2557 op->contr->socket->handle_command (); 2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2558 if (op->speed_left < 0) 2301 if (op->speed_left > 0)
2559 return 0; 2302 {
2560
2561 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2562 { 2304 {
2563 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2564 op->speed_left--; 2306 op->speed_left--;
2565 2307
2566 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2567 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2568 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2569 */ 2311 */
2570 move_player (op, op->direction); 2312 move_player (op, op->direction);
2571 if (op->speed_left > 0) 2313
2572 return 1; 2314 return op->speed_left > 0;
2573 else 2315 }
2574 return 0;
2575 } 2316 }
2576 2317
2577 return 0; 2318 return 0;
2578} 2319}
2579 2320
2599 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2600 2341
2601 if (op->stats.food < 0) 2342 if (op->stats.food < 0)
2602 op->stats.food = 999; 2343 op->stats.food = 999;
2603 2344
2604 fix_player (op); 2345 op->update_stats ();
2605 return 1; 2346 return 1;
2606 } 2347 }
2607 2348
2608 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2609 CLEAR_FLAG (op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2621{ 2362{
2622 object *next; 2363 object *next;
2623 2364
2624 while (op) 2365 while (op)
2625 { 2366 {
2626 next = op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2627 * we remove object 'op' 2368
2628 */
2629 if (QUERY_FLAG (op, FLAG_UNPAID)) 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2630 { 2370 {
2631 op->remove ();
2632 op->x = env->x;
2633 op->y = env->y;
2634 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2635 esrv_del_item (env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2636 insert_ob_in_map (op, env->map, NULL, 0); 2373
2374 op->insert_at (env);
2637 } 2375 }
2638 else if (op->inv) 2376 else if (op->inv)
2639 remove_unpaid_objects (op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2640 2378
2641 op = next; 2379 op = next;
2642 } 2380 }
2643} 2381}
2644
2645 2382
2646/* 2383/*
2647 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2648 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2649 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2683 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2684 strcat (buf2, buf); 2421 strcat (buf2, buf);
2685 2422
2686 return buf2; 2423 return buf2;
2687} 2424}
2688
2689
2690 2425
2691void 2426void
2692do_some_living (object *op) 2427do_some_living (object *op)
2693{ 2428{
2694 int last_food = op->stats.food; 2429 int last_food = op->stats.food;
2703 const int max_grace = 1; 2438 const int max_grace = 1;
2704 2439
2705 if (op->contr->outputs_sync) 2440 if (op->contr->outputs_sync)
2706 { 2441 {
2707 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2708 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2709 flush_output_element (op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2710 } 2445 }
2711 2446
2712 if (op->contr->state == ST_PLAYING) 2447 if (op->contr->ns->state == ST_PLAYING)
2713 { 2448 {
2714
2715 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2716 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2717 if (op->contr->gen_hp >= 0) 2451 if (op->contr->gen_hp >= 0)
2718 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2719 else 2453 else
2720 { 2454 {
2721 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2722 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2723 } 2457 }
2458
2724 if (op->contr->gen_sp >= 0) 2459 if (op->contr->gen_sp >= 0)
2725 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2726 else 2461 else
2727 { 2462 {
2728 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2729 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2730 } 2465 }
2466
2731 if (op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2732 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2733 else 2469 else
2734 { 2470 {
2735 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2751 op->stats.food += op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2752 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2753 op->stats.food = last_food; 2489 op->stats.food = last_food;
2754 } 2490 }
2755 } 2491 }
2492
2756 if (max_sp > 1) 2493 if (max_sp > 1)
2757 { 2494 {
2758 over_sp = (gen_sp + 10) / rate_sp; 2495 over_sp = (gen_sp + 10) / rate_sp;
2759 if (over_sp > 0) 2496 if (over_sp > 0)
2760 { 2497 {
2761 if (op->stats.sp < op->stats.maxsp) 2498 if (op->stats.sp < op->stats.maxsp)
2762 { 2499 {
2763 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2764 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2765 op->stats.sp--; 2503 op->stats.sp--;
2504
2766 if (op->stats.sp > op->stats.maxsp) 2505 if (op->stats.sp > op->stats.maxsp)
2767 op->stats.sp = op->stats.maxsp; 2506 op->stats.sp = op->stats.maxsp;
2768 } 2507 }
2769 op->last_sp = 0; 2508 op->last_sp = 0;
2770 } 2509 }
2771 else 2510 else
2772 {
2773 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2774 }
2775 } 2512 }
2776 else 2513 else
2777 {
2778 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2779 }
2780 } 2515 }
2781 2516
2782 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2783 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2784 if (--op->last_grace < 0) 2519 if (--op->last_grace < 0)
2785 { 2520 {
2786 if (op->stats.grace < op->stats.maxgrace / 2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2787 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2788 if (max_grace > 1) 2524 if (max_grace > 1)
2789 { 2525 {
2790 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2791 if (over_grace > 0) 2527 if (over_grace > 0)
2792 { 2528 {
2820 op->stats.food += op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2821 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2822 op->stats.food = last_food; 2558 op->stats.food = last_food;
2823 } 2559 }
2824 } 2560 }
2561
2825 if (max_hp > 1) 2562 if (max_hp > 1)
2826 { 2563 {
2827 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2828 if (over_hp > 0) 2565 if (over_hp > 0)
2829 { 2566 {
2853 2590
2854 if (op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2855 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2856 else 2593 else
2857 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2858 /* dms do not consume food */ 2596 /* dms do not consume food */
2859 if (!QUERY_FLAG (op, FLAG_WIZ)) 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2860 op->stats.food--; 2598 op->stats.food--;
2861 } 2599 }
2862 }
2863 2600
2864 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2865 { 2602 {
2866 object *tmp, *flesh = NULL; 2603 object *tmp, *flesh = 0;
2867 2604
2868 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2869 { 2606 {
2870 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2871 {
2872 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2873 { 2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2874 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2875 manual_apply (op, tmp, 0); 2612 manual_apply (op, tmp, 0);
2876 if (op->stats.food >= 0 || op->stats.hp < 0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2877 break; 2614 break;
2878 } 2615 }
2879 else if (tmp->type == FLESH) 2616 else if (tmp->type == FLESH)
2880 flesh = tmp; 2617 flesh = tmp;
2881 } /* End if paid for object */ 2618 } /* End if paid for object */
2882 } /* end of for loop */ 2619 } /* end of for loop */
2620
2883 /* If player is still starving, it means they don't have any food, so 2621 /* If player is still starving, it means they don't have any food, so
2884 * eat flesh instead. 2622 * eat flesh instead.
2885 */ 2623 */
2886 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2887 { 2625 {
2888 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2889 manual_apply (op, flesh, 0); 2627 manual_apply (op, flesh, 0);
2890 } 2628 }
2891 } /* end if player is starving */ 2629 }
2892 2630
2893 while (op->stats.food < 0 && op->stats.hp > 0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2894 op->stats.food++, op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2895 2633
2896 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2897 kill_player (op); 2635 kill_player (op);
2636 }
2898} 2637}
2899
2900
2901 2638
2902/* If the player should die (lack of hp, food, etc), we call this. 2639/* If the player should die (lack of hp, food, etc), we call this.
2903 * op is the player in jeopardy. If the player can not be saved (not 2640 * op is the player in jeopardy. If the player can not be saved (not
2904 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2905 * file. 2642 * file.
2935 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2936 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2937 2674
2938 /* restore player */ 2675 /* restore player */
2939 at = archetype::find ("poisoning"); 2676 at = archetype::find ("poisoning");
2940 tmp = present_arch_in_ob (at, op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2941 if (tmp)
2942 { 2678 {
2943 tmp->destroy (); 2679 tmp->destroy ();
2944 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2945 } 2681 }
2946 2682
2947 at = archetype::find ("confusion"); 2683 at = archetype::find ("confusion");
2948 tmp = present_arch_in_ob (at, op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2949 if (tmp)
2950 { 2685 {
2951 tmp->destroy (); 2686 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2953 } 2688 }
2954 2689
2956 op->stats.hp = op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2957 if (op->stats.food <= 0) 2692 if (op->stats.food <= 0)
2958 op->stats.food = 999; 2693 op->stats.food = 999;
2959 2694
2960 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2961 tmp = arch_to_object (archetype::find ("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2962 if (tmp != NULL)
2963 { 2697 {
2964 sprintf (buf, "%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2965 tmp->name = buf; 2699 tmp->name = buf;
2966 sprintf (buf, " This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2967 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " the %s, when he was defeated at\n level %d by %s.\n",
2968 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2969 tmp->msg = buf; 2703 tmp->msg = buf;
2970 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2971 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2972 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2973 insert_ob_in_map (tmp, op->map, op, 0);
2974 } 2707 }
2975 2708
2976 /* teleport defeated player to new destination */ 2709 /* teleport defeated player to new destination */
2977 transfer_ob (op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2978 op->contr->braced = 0; 2711 op->contr->braced = 0;
2983 2716
2984 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2985 2718
2986 if (op->stats.food < 0) 2719 if (op->stats.food < 0)
2987 { 2720 {
2988 if (op->contr->explore)
2989 {
2990 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2991 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2992 op->stats.food = 999;
2993 return;
2994 }
2995 sprintf (buf, "%s starved to death.", &op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2996 strcpy (op->contr->killer, "starvation"); 2722 strcpy (op->contr->killer, "starvation");
2997 } 2723 }
2998 else 2724 else
2999 {
3000 if (op->contr->explore)
3001 {
3002 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
3003 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
3004 op->stats.hp = op->stats.maxhp;
3005 return;
3006 }
3007 sprintf (buf, "%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
3008 } 2726
3009 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3010 2728
3011 /* save the map location for corpse, gravestone */ 2729 /* save the map location for corpse, gravestone */
3012 x = op->x; 2730 x = op->x;
3013 y = op->y; 2731 y = op->y;
3014 map = op->map; 2732 map = op->map;
3015 2733
3016
3017 if (settings.not_permadeth == TRUE)
3018 {
3019 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
3020 * life if they are dead - it takes some exp and a random stat. 2735 * life if they are dead - it takes some exp and a random stat.
3021 * See the config.h file for a little more in depth detail about this. 2736 * See the config.h file for a little more in depth detail about this.
3022 */ 2737 */
3023 2738
3024 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
3025 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
3026 * of death. 2741 * of death.
3027 */ 2742 */
3028#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
3029 if (settings.balanced_stat_loss) 2744 if (settings.balanced_stat_loss)
3030 { 2745 {
3031 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
3032 /* Lower level chars don't lose as many stats because they suffer 2747 /* Lower level chars don't lose as many stats because they suffer
3033 more if they do. */ 2748 more if they do. */
3034 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
3035 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
3036 little bit harder. */ 2751 little bit harder. */
3037 /* GD */ 2752 /* GD */
3038 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
3039 num_stats_lose = 1; 2754 num_stats_lose = 1;
3040 else
3041 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3042 }
3043 else 2755 else
3044 { 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
3045 num_stats_lose = 1; 2759 num_stats_lose = 1;
3046 } 2760
3047 lost_a_stat = 0; 2761 lost_a_stat = 0;
3048 2762
3049 for (z = 0; z < num_stats_lose; z++) 2763 for (z = 0; z < num_stats_lose; z++)
3050 { 2764 {
3051 i = RANDOM () % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
3052 2766
3053 if (settings.stat_loss_on_death) 2767 if (settings.stat_loss_on_death)
3054 { 2768 {
3055 /* Pick a random stat and take a point off it. Tell the player 2769 /* Pick a random stat and take a point off it. Tell the player
3056 * what he lost. 2770 * what he lost.
3057 */ 2771 */
3058 change_attr_value (&(op->stats), i, -1); 2772 change_attr_value (&(op->stats), i, -1);
3059 check_stat_bounds (&(op->stats)); 2773 check_stat_bounds (&(op->stats));
3060 change_attr_value (&(op->contr->orig_stats), i, -1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
3061 check_stat_bounds (&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
3062 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3063 lost_a_stat = 1; 2777 lost_a_stat = 1;
2778 }
2779 else
2780 {
2781 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion");
2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2787 {
2788 dep = arch_to_object (deparch);
2789 insert_ob_in_ob (dep, op);
3064 } 2790 }
3065 else 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
3066 { 2793 {
3067 /* deplete a stat */ 2794 /* GD */
3068 archetype *deparch = archetype::find ("depletion"); 2795 /* Get the stat that we're about to deplete. */
3069 object *dep; 2796 this_stat = get_attr_value (&(dep->stats), i);
3070 2797 if (this_stat < 0)
3071 dep = present_arch_in_ob (deparch, op);
3072 if (!dep)
3073 { 2798 {
3074 dep = arch_to_object (deparch); 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3075 insert_ob_in_ob (dep, op); 2800 int keep_chance = this_stat * this_stat;
3076 } 2801
3077 lose_this_stat = 1; 2802 /* Yes, I am paranoid. Sue me. */
3078 if (settings.balanced_stat_loss)
3079 {
3080 /* GD */
3081 /* Get the stat that we're about to deplete. */
3082 this_stat = get_attr_value (&(dep->stats), i);
3083 if (this_stat < 0) 2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3084 { 2808 {
3085 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3086 int keep_chance = this_stat * this_stat;
3087
3088 /* Yes, I am paranoid. Sue me. */
3089 if (keep_chance < 1)
3090 keep_chance = 1;
3091
3092 /* There is a maximum depletion total per level. */
3093 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3094 {
3095 lose_this_stat = 0; 2809 lose_this_stat = 0;
3096 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
3097 retain the stat. */ 2811 retain the stat. */
3098 }
3099 else
3100 {
3101 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3102 lose_this_stat = 0;
3103 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3104 this_stat, keep_chance, loss_chance,
3105 lose_this_stat?"LOSE":"KEEP"); */
3106 }
3107 } 2812 }
3108 }
3109
3110 if (lose_this_stat)
3111 {
3112 this_stat = get_attr_value (&(dep->stats), i);
3113 /* We could try to do something clever like find another
3114 * stat to reduce if this fails. But chances are, if
3115 * stats have been depleted to -50, all are pretty low
3116 * and should be roughly the same, so it shouldn't make a
3117 * difference.
3118 */ 2813 else
3119 if (this_stat >= -50)
3120 { 2814 {
3121 change_attr_value (&(dep->stats), i, -1); 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3122 SET_FLAG (dep, FLAG_APPLIED);
3123 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3124 fix_player (op);
3125 lost_a_stat = 1; 2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
3126 } 2820 }
3127 } 2821 }
3128 } 2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2834 {
2835 change_attr_value (&(dep->stats), i, -1);
2836 SET_FLAG (dep, FLAG_APPLIED);
2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838 op->update_stats ();
2839 lost_a_stat = 1;
2840 }
3129 } 2841 }
2842 }
2843 }
3130 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
3131 if (!lost_a_stat) 2845 if (!lost_a_stat)
3132 { 2846 {
3133 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
3134 Should I be using something else? GD */ 2848 Should I be using something else? GD */
3135 const char *god = determine_god (op); 2849 const char *god = determine_god (op);
3136 2850
3137 if (god && (strcmp (god, "none"))) 2851 if (god && (strcmp (god, "none")))
3138 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3139 else 2853 else
3140 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3141 } 2855 }
3142#else 2856#else
3143 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3144#endif 2858#endif
3145 2859
3146 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
3147 * exp loss on the stone. 2861 * exp loss on the stone.
3148 */ 2862 */
3149 tmp = arch_to_object (archetype::find ("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
3150 sprintf (buf, "%s's gravestone", &op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
3151 tmp->name = buf; 2865 tmp->name = buf;
3152 sprintf (buf, "%s's gravestones", &op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
3153 tmp->name_pl = buf; 2867 tmp->name_pl = buf;
3154 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2868 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3155 tmp->msg = buf; 2869 tmp->msg = buf;
3156 tmp->x = op->x, tmp->y = op->y; 2870 tmp->x = op->x, tmp->y = op->y;
3157 insert_ob_in_map (tmp, op->map, NULL, 0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
3158 2872
3159 /**************************************/ 2873 /**************************************/
3160 /* */ 2874 /* */
3161 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
3162 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
3163 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
3164 /* */ 2878 /* */
3165 /**************************************/ 2879 /**************************************/
3166 2880
3167 /* remove any poisoning and confusion the character may be suffering. */ 2881 /* remove any poisoning and confusion the character may be suffering. */
3168 /* restore player */ 2882 /* restore player */
3169 at = archetype::find ("poisoning"); 2883 at = archetype::find ("poisoning");
3170 tmp = present_arch_in_ob (at, op); 2884 tmp = present_arch_in_ob (at, op);
3171 2885
3172 if (tmp) 2886 if (tmp)
3173 { 2887 {
3174 tmp->destroy (); 2888 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3176 } 2890 }
3177 2891
3178 at = archetype::find ("confusion"); 2892 at = archetype::find ("confusion");
3179 tmp = present_arch_in_ob (at, op); 2893 tmp = present_arch_in_ob (at, op);
3180 if (tmp) 2894 if (tmp)
3181 { 2895 {
3182 tmp->destroy (); 2896 tmp->destroy ();
3183 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3184 } 2898 }
3185 2899
3186 cure_disease (op, 0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
3187 2901
3188 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
3189 apply_death_exp_penalty (op); 2903 apply_death_exp_penalty (op);
3190 if (op->stats.food < 100) 2904 if (op->stats.food < 100)
3191 op->stats.food = 900; 2905 op->stats.food = 900;
3192 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
3193 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3194 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3195 2909
3196 /* 2910 /*
3197 * Check to see if the player is in a shop. IF so, then check to see if 2911 * Check to see if the player is in a shop. IF so, then check to see if
3198 * the player has any unpaid items. If so, remove them and put them back 2912 * the player has any unpaid items. If so, remove them and put them back
3199 * in the map. 2913 * in the map.
3200 */ 2914 */
3201 2915
3202 if (is_in_shop (op)) 2916 if (is_in_shop (op))
3203 remove_unpaid_objects (op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
3204 2918
3205 /****************************************/ 2919 /****************************************/
3206 /* */ 2920 /* */
3207 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
3208 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
3209 /* */ 2923 /* */
3210 /****************************************/ 2924 /****************************************/
3211 2925
3212 enter_player_savebed (op); 2926 enter_player_savebed (op);
3213 2927
3214 /* Save the player before inserting the force to reduce
3215 * chance of abuse.
3216 */
3217 op->contr->braced = 0; 2928 op->contr->braced = 0;
3218 save_player (op, 1);
3219 2929
3220 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
3221 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
3222 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
3223 * on the space that might harm the player. 2933 * on the space that might harm the player.
3224 */ 2934 */
3225 will_kill_again = 0; 2935 will_kill_again = 0;
3226 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3227 if (tmp->type == SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
3228 will_kill_again |= tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
3229 2939
3230 if (will_kill_again) 2940 if (will_kill_again)
3231 { 2941 {
3232 object *force; 2942 object *force;
3233 int at; 2943 int at;
3234 2944
3235 force = get_archetype (FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
3236 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
3237 force->speed = 0.1; 2947 force->speed = 0.1;
3238 force->speed_left = -5.0; 2948 force->speed_left = -5.0;
3239 SET_FLAG (force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
3240 for (at = 0; at < NROFATTACKS; at++) 2950 for (at = 0; at < NROFATTACKS; at++)
3241 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
3242 force->resist[at] = 100; 2952 force->resist[at] = 100;
3243 2953
3244 insert_ob_in_ob (force, op); 2954 insert_ob_in_ob (force, op);
3245 fix_player (op); 2955 op->update_stats ();
3246 2956
3247 } 2957 }
3248 2958
3249 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3250 return;
3251 } /* NOT_PERMADETH */
3252 else
3253 {
3254 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3255 * should probably be embedded in an else statement.
3256 */
3257
3258 op->contr->party = NULL;
3259 if (settings.set_title == TRUE)
3260 op->contr->own_title[0] = '\0';
3261 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3262 check_score (op);
3263
3264 if (op->contr->ranges[range_golem])
3265 {
3266 remove_friendly_object (op->contr->ranges[range_golem]);
3267 op->contr->ranges[range_golem]->destroy ();
3268 op->contr->ranges[range_golem] = 0;
3269 }
3270
3271 loot_object (op); /* Remove some of the items for good */
3272 op->remove ();
3273 op->direction = 0;
3274
3275 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3276 {
3277 delete_character (op->name, 0);
3278 if (settings.resurrection == TRUE)
3279 {
3280 /* save playerfile sans equipment when player dies
3281 ** then save it as player.pl.dead so that future resurrection
3282 ** type spells will work on them nicely
3283 */
3284 delete_character (op->name, 0);
3285 op->stats.hp = op->stats.maxhp;
3286 op->stats.food = 999;
3287
3288 /* set the location of where the person will reappear when */
3289 /* maybe resurrection code should fix map also */
3290 strcpy (op->contr->maplevel, settings.emergency_mapname);
3291 if (op->map != NULL)
3292 op->map = NULL;
3293 op->x = settings.emergency_x;
3294 op->y = settings.emergency_y;
3295 save_player (op, 0);
3296 op->map = map;
3297 /* please see resurrection.c: peterm */
3298 dead_player (op);
3299 }
3300 else
3301 delete_character (op->name, 1);
3302 }
3303
3304 play_again (op);
3305
3306 /* peterm: added to create a corpse at deathsite. */
3307 tmp = arch_to_object (archetype::find ("corpse_pl"));
3308 sprintf (buf, "%s", &op->name);
3309 tmp->name = tmp->name_pl = buf;
3310 tmp->level = op->level;
3311 tmp->x = x;
3312 tmp->y = y;
3313 tmp->msg = gravestone_text (op);
3314 SET_FLAG (tmp, FLAG_UNIQUE);
3315 insert_ob_in_map (tmp, map, NULL, 0);
3316 }
3317} 2960}
3318
3319 2961
3320void 2962void
3321loot_object (object *op) 2963loot_object (object *op)
3322{ /* Grab and destroy some treasure */ 2964{ /* Grab and destroy some treasure */
3323 object *tmp, *tmp2, *next; 2965 object *tmp, *tmp2, *next;
3324 2966
3325 if (op->container) 2967 if (op->container)
3326 { /* close open sack first */
3327 esrv_apply_container (op, op->container); 2968 esrv_apply_container (op, op->container); /* close open sack first */
3328 }
3329 2969
3330 for (tmp = op->inv; tmp != NULL; tmp = next) 2970 for (tmp = op->inv; tmp; tmp = next)
3331 { 2971 {
3332 next = tmp->below; 2972 next = tmp->below;
3333 if (tmp->type == EXPERIENCE || tmp->invisible) 2973
2974 if (tmp->invisible)
3334 continue; 2975 continue;
2976
3335 tmp->remove (); 2977 tmp->remove ();
3336 tmp->x = op->x, tmp->y = op->y; 2978 tmp->x = op->x, tmp->y = op->y;
3337 if (tmp->type == CONTAINER) 2979 if (tmp->type == CONTAINER)
3338 { /* empty container to ground */ 2980 { /* empty container to ground */
3339 loot_object (tmp); 2981 loot_object (tmp);
3361 */ 3003 */
3362 3004
3363void 3005void
3364fix_weight (void) 3006fix_weight (void)
3365{ 3007{
3366 player *pl; 3008 for_all_players (pl)
3367
3368 for (pl = first_player; pl != NULL; pl = pl->next)
3369 { 3009 {
3370 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3371 3011
3372 if (old == sum) 3012 if (old == sum)
3373 continue; 3013 continue;
3374 fix_player (pl->ob); 3014 pl->ob->update_stats ();
3375 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3376 } 3016 }
3377} 3017}
3378 3018
3379void 3019void
3380fix_luck (void) 3020fix_luck (void)
3381{ 3021{
3382 player *pl; 3022 for_all_players (pl)
3383
3384 for (pl = first_player; pl != NULL; pl = pl->next)
3385 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3386 change_luck (pl->ob, 0); 3024 pl->ob->change_luck (0);
3387} 3025}
3388
3389 3026
3390/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3391 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3392 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3393 */ 3030 */
3394
3395void 3031void
3396cast_dust (object *op, object *throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3397{ 3033{
3398 object *skop, *spob; 3034 object *skop, *spob;
3399 3035
3444 object *tmp = NULL; 3080 object *tmp = NULL;
3445 3081
3446 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3447 return 1; 3083 return 1;
3448 3084
3449 if (op->type == PLAYER)
3450 for (tmp = op->inv; tmp; tmp = tmp->below)
3451 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3452 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3453 return 1;
3454 return 0; 3085 return 0;
3455} 3086}
3456 3087
3457/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3458 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3514 3145
3515 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3516 3147
3517 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3518 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3519 {
3520 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3521 { 3151 {
3522 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3523 make_visible (op); 3153 make_visible (op);
3524 return; 3154 return;
3525 } 3155 }
3526 else 3156 else
3527 num += 20; 3157 num += 20;
3528 } 3158
3529 num += op->map->difficulty; 3159 num += op->map->difficulty;
3530 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3531 num -= hide; 3161 num -= hide;
3162
3532 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3533 { 3164 {
3534 make_visible (op); 3165 make_visible (op);
3535 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3536 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3537 } 3168 }
3538 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3539 {
3540 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3541 }
3542} 3171}
3543 3172
3544/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3545 3174
3546int 3175int
3573 if (mflags & P_OUT_OF_MAP) 3202 if (mflags & P_OUT_OF_MAP)
3574 continue; 3203 continue;
3575 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3576 continue; 3205 continue;
3577 3206
3578 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3579 { 3208 {
3580 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3581 return 1; 3210 return 1;
3582 else if (tmp->type == PLAYER) 3211 else if (tmp->type == PLAYER)
3583 { 3212 {
3613 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3614 { 3243 {
3615 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3616 return -1; 3245 return -1;
3617 } 3246 }
3247
3618 if (!pl || !op) 3248 if (!pl || !op)
3619 return 0; 3249 return 0;
3620 3250
3621 if (op->head)
3622 {
3623 op = op->head; 3251 op = op->head_ ();
3624 } 3252
3625 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3626 3254
3627 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3628 * through the object and find if it has any 3256 * through the object and find if it has any
3629 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3637 3265
3638 /* only the viewable area the player sees is updated by LOS 3266 /* only the viewable area the player sees is updated by LOS
3639 * code, so we need to restrict ourselves to that range of values 3267 * code, so we need to restrict ourselves to that range of values
3640 * for any meaningful values. 3268 * for any meaningful values.
3641 */ 3269 */
3642 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3643 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3644 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3645 return 1; 3273 return 1;
3646 op = op->more; 3274 op = op->more;
3647 } 3275 }
3648 return 0; 3276 return 0;
3649} 3277}
3759 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3760 return; 3388 return;
3761 3389
3762 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3763 3391
3764 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3765 { 3393 {
3766 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3767 return; 3395 return;
3768 } 3396 }
3769 3397
3835 { 3463 {
3836 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3837 object *skin; 3465 object *skin;
3838 3466
3839 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3840 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3841 if (skin == NULL) 3472 if (!skin)
3842 return; 3473 return;
3843 3474
3844 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3845 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3846 { 3477 {
3891 * not readied. 3522 * not readied.
3892 */ 3523 */
3893void 3524void
3894player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3895{ 3526{
3896 rangetype i;
3897
3898 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3899 {
3900 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3901 { 3529 {
3902 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3903 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3904 {
3905 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3906 }
3907 } 3533 }
3908 }
3909} 3534}

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