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Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.59 by root, Sat Dec 23 07:36:35 2006 UTC

27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32#include <newclient.h>
33 32
34#ifdef COZY_SERVER 33#include <algorithm>
35extern int same_party (partylist *a, partylist *b); 34#include <functional>
36#endif
37 35
38player * 36player *
39find_player (const char *plname) 37find_player (const char *plname)
40{ 38{
41 player *pl; 39 player *pl;
42 40
43 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
46 return pl; 43 return pl;
47 }; 44
48 return NULL; 45 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl != NULL; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return NULL;
70
71 found = pl;
72 }
73 }
74 return found;
75} 46}
76 47
77void 48void
78display_motd (const object *op) 49display_motd (const object *op)
79{ 50{
83 int comp; 54 int comp;
84 int size; 55 int size;
85 56
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 59 return;
90 } 60
91 motd[0] = '\0'; 61 motd[0] = '\0';
92 size = 0; 62 size = 0;
63
93 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
94 { 65 {
95 if (*buf == '#') 66 if (*buf == '#')
96 continue; 67 continue;
68
97 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 70 size += strlen (buf);
99 } 71 }
72
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
102} 75}
103 76
104void 77void
110 int comp; 83 int comp;
111 int size; 84 int size;
112 85
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 88 return;
117 } 89
118 rules[0] = '\0'; 90 rules[0] = '\0';
119 size = 0; 91 size = 0;
92
120 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
121 { 94 {
122 if (*buf == '#') 95 if (*buf == '#')
123 continue; 96 continue;
97
124 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
125 { 99 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 101 break;
128 } 102 }
103
129 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 105 size += strlen (buf);
131 } 106 }
107
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
134} 110}
135 111
136void 112void
144 int size; 120 int size;
145 121
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 124 return;
125
149 news[0] = '\0'; 126 news[0] = '\0';
150 subject[0] = '\0'; 127 subject[0] = '\0';
151 size = 0; 128 size = 0;
129
152 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 131 {
154 if (*buf == '#') 132 if (*buf == '#')
155 continue; 133 continue;
134
156 if (*buf == '%') 135 if (*buf == '%')
157 { /* send one news */ 136 { /* send one news */
158 if (size > 0) 137 if (size > 0)
159 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 */ 138 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 */
160 strcpy (subject, buf + 1); 139 strcpy (subject, buf + 1);
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
178 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
180} 159}
181 160
182int 161/* This loads the first map an puts the player on it. */
183playername_ok (const char *cp) 162static void
163set_first_map (object *op)
184{ 164{
185 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
186 if (*cp == '-' || *cp == '_') 166 op->x = -1;
187 return 0; 167 op->y = -1;
188 168 enter_exit (op, 0);
189 for (; *cp != '\0'; cp++)
190 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
191 return 0;
192 return 1;
193} 169}
194 170
195/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
196 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
197 * Caller is responsible for setting the correct map. 173void
198 */ 174player::connect (client *ns)
199
200/* Redo this to do both get_player_ob and get_player.
201 * Hopefully this will be less bugfree and simpler.
202 * Returns the player structure. If 'p' is null,
203 * we create a new one. Otherwise, we recycle
204 * the one that is passed.
205 */
206static player *
207get_player (player *p)
208{ 175{
209 object *op = arch_to_object (get_player_archetype (0)); 176 this->ns = ns;
210 int i; 177 ns->pl = this;
211 178
212 /* Clears basically the entire player structure except 179 next = first_player;
213 * for next and socket. 180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
214 */ 209 */
215 p->clear (); 210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
216 212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247 send_rules (ob);
248 send_news (ob);
249 display_motd (ob);
250 INVOKE_PLAYER (LOGIN, this);
251}
252
253// the need for this function can be explained
254// by load_object not returning the object
255void
256player::set_object (object *op)
257{
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270}
271
272player::player ()
273{
217 /* There are some elements we want initialized to non zero value - 274 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point. 275 * we deal with that below this point.
219 */ 276 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 277 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 278 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 279 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 280
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 281 assign (savebed_map, first_map_path); /* Init. respawn position */
231 282
232 op->contr = p; /* this aren't yet in archetype */
233 p->ob = op;
234 op->speed_left = 0.5;
235 op->speed = 1.0;
236 op->direction = 5; /* So player faces south */
237 op->stats.wc = 2;
238 op->run_away = 25; /* Then we panick... */
239
240 {
241 int oldmon = p->socket->monitor_spells; // what a hack
242 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
243 roll_stats (op);
244 p->socket->monitor_spells = oldmon;
245 }
246 p->state = ST_ROLL_STAT;
247 clear_los (op);
248
249 p->gen_sp_armour = 10; 283 gen_sp_armour = 10;
250 p->last_speed = -1; 284 last_speed = -1;
251 p->shoottype = range_none; 285 shoottype = range_none;
252 p->bowtype = bow_normal; 286 bowtype = bow_normal;
253 p->petmode = pet_normal; 287 petmode = pet_normal;
254 p->listening = 10; 288 listening = 10;
255 p->usekeys = containers; 289 usekeys = containers;
256 p->last_weapon_sp = -1; 290 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 291 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 292 do_los = 1;
259 p->explore = 0;
260 p->no_shout = 0; /* default can shout */
261
262 assign (p->title, op->arch->clone.name);
263 op->race = op->arch->clone.race;
264
265 CLEAR_FLAG (op, FLAG_READY_SKILL);
266 293
267 /* we need to clear these to -1 and not zero - otherwise, 294 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 295 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 296 * send new values to the client, as things like exp start
270 * at zero. 297 * at zero.
271 */ 298 */
272 for (i = 0; i < NUM_SKILLS; i++) 299 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 300 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 301
278 for (i = 0; i < NROFATTACKS; i++) 302 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 303 last_resist[i] = -1;
280 304
281 p->last_stats.exp = -1; 305 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 306 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 307}
289 308
290/* This loads the first map an puts the player on it. */ 309player::~player ()
291static void
292set_first_map (object *op)
293{ 310{
294 strcpy (op->contr->maplevel, first_map_path); 311 terminate_all_pets (ob);
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */
346 free (stack_items);
347}
348
300/* Tries to add player on the connection passwd in ns. 349/* Tries to add player on the connection passed in ns.
301 * All we can really get in this is some settings like host and display 350 * All we can really get in this is some settings like host and display
302 * mode. 351 * mode.
303 */ 352 */
304 353player *
305int 354player::create ()
306add_player (client_socket *ns)
307{ 355{
308 player *p = new player; 356 player *pl = new player;
309 357
310 p->socket = ns; 358 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 359
313 p->next = first_player;
314 first_player = p;
315
316 p = get_player (p);
317
318 set_first_map (p->ob);
319
320 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
321 add_friendly_object (p->ob);
322 send_rules (p->ob);
323 send_news (p->ob);
324 display_motd (p->ob);
325 get_name (p->ob);
326
327 return 0; 360 return pl;
328} 361}
329 362
330/* 363/*
331 * get_player_archetype() return next player archetype from archetype 364 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 365 * list. Not very efficient routine, but used only creating new players.
341 { 374 {
342 if (at == NULL || at->next == NULL) 375 if (at == NULL || at->next == NULL)
343 at = first_archetype; 376 at = first_archetype;
344 else 377 else
345 at = at->next; 378 at = at->next;
379
346 if (at->clone.type == PLAYER) 380 if (at->clone.type == PLAYER)
347 return at; 381 return at;
382
348 if (at == start) 383 if (at == start)
349 { 384 {
350 LOG (llevError, "No Player archetypes\n"); 385 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 386 exit (-1);
352 } 387 }
353 } 388 }
354} 389}
355
356 390
357object * 391object *
358get_nearest_player (object *mon) 392get_nearest_player (object *mon)
359{ 393{
360 object *op = NULL; 394 object *op = NULL;
437 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 473 * is probably not a good thing.
440 */ 474 */
441#define MAX_SPACES 50 475#define MAX_SPACES 50
442
443 476
444/* 477/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 719 /* Need to set up the skill pointers */
687 link_player_skills (pl); 720 link_player_skills (pl);
688} 721}
689 722
690void 723void
691get_name (object *op)
692{
693 op->contr->write_buf[0] = '\0';
694 op->contr->state = ST_GET_NAME;
695 send_query (op->contr->socket, 0, "What is your name?\n:");
696}
697
698void
699get_password (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_PASSWORD;
703 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
704}
705
706void
707play_again (object *op)
708{
709 op->contr->state = ST_PLAY_AGAIN;
710 op->chosen_skill = NULL;
711 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
712 /* a bit of a hack, but there are various places early in th
713 * player creation process that a user can quit (eg, roll
714 * stats) that isn't removing the player. Taking a quick
715 * look, there are many places that call play_again without
716 * removing the player - it probably makes more sense
717 * to leave it to play_again to remove the object in all
718 * cases.
719 */
720 if (!QUERY_FLAG (op, FLAG_REMOVED))
721 op->remove ();
722 /* Need to set this to null - otherwise, it could point to garbage,
723 * and draw() doesn't check to see if the player is removed, only if
724 * the map is null or not swapped out.
725 */
726 op->map = NULL;
727}
728
729int
730receive_play_again (object *op, char key)
731{
732 if (key == 'q' || key == 'Q')
733 {
734 remove_friendly_object (op);
735 leave (op->contr, 0); /* ericserver will draw the message */
736 return 2;
737 }
738 else if (key == 'a' || key == 'A')
739 {
740 player *pl = op->contr;
741 shstr name = op->name;
742
743 op->contr = 0;
744 op->type = 0;
745 op->destroy (1);
746 pl = get_player (pl);
747 op = pl->ob;
748 add_friendly_object (op);
749 op->contr->password[0] = '~';
750 op->name = op->name_pl = 0;
751 /* Lets put a space in here */
752 new_draw_info (NDI_UNIQUE, 0, op, "\n");
753 get_name (op);
754 op->name = op->name_pl = name;
755 set_first_map (op);
756 }
757 else
758 /* user pressed something else so just ask again... */
759 play_again (op);
760
761 return 0;
762}
763
764void
765confirm_password (object *op)
766{
767
768 op->contr->write_buf[0] = '\0';
769 op->contr->state = ST_CONFIRM_PASSWORD;
770 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
771}
772
773void
774get_party_password (object *op, partylist *party) 724get_party_password (object *op, partylist *party)
775{ 725{
776 if (party == NULL) 726 if (party == NULL)
777 { 727 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 728 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 729 return;
780 } 730 }
731
781 op->contr->write_buf[0] = '\0'; 732 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 736}
786
787 737
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 738/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 739static int
790roll_stat (void) 740roll_stat (void)
791{ 741{
792 int a[4], i, j, k; 742 int a[4], i, j, k;
793 743
794 for (i = 0; i < 4; i++) 744 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 747 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 748 if (a[i] < k)
799 k = a[i], j = i; 749 k = a[i], j = i;
800 750
801 for (i = 0, k = 0; i < 4; i++) 751 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 752 if (i != j)
804 k += a[i]; 753 k += a[i];
805 } 754
806 return k; 755 return k;
807} 756}
808 757
809void 758void
810roll_stats (object *op) 759object::roll_stats ()
811{ 760{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 761 int statsort [7];
815 762
816 do 763 for (;;)
817 {
818 op->stats.Str = roll_stat ();
819 op->stats.Dex = roll_stat ();
820 op->stats.Int = roll_stat ();
821 op->stats.Con = roll_stat ();
822 op->stats.Wis = roll_stat ();
823 op->stats.Pow = roll_stat ();
824 op->stats.Cha = roll_stat ();
825 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
826 } 764 {
827 while (sum < 82 || sum > 116); 765 int sum = 0;
766 for (int i = 7; i--; )
767 sum += statsort [i] = roll_stat ();
828 768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
829 /* Sort the stats so that rerolling is easier... */ 773 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 774 std::sort (statsort, statsort + 7, std::greater<int>());
831 statsort[1] = op->stats.Dex;
832 statsort[2] = op->stats.Int;
833 statsort[3] = op->stats.Con;
834 statsort[4] = op->stats.Wis;
835 statsort[5] = op->stats.Pow;
836 statsort[6] = op->stats.Cha;
837 775
838 /* a quick and dirty bubblesort? */
839 do
840 {
841 if (statsort[i] < statsort[i + 1])
842 {
843 j = statsort[i];
844 statsort[i] = statsort[i + 1];
845 statsort[i + 1] = j;
846 i = 0;
847 }
848 else
849 {
850 i++;
851 }
852 }
853 while (i < 6);
854
855 op->stats.Str = statsort[0]; 776 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 777 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 778 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 779 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 780 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 781 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 782 stats.Cha = statsort[6];
862 783
863
864 op->contr->orig_stats.Str = op->stats.Str;
865 op->contr->orig_stats.Dex = op->stats.Dex;
866 op->contr->orig_stats.Int = op->stats.Int;
867 op->contr->orig_stats.Con = op->stats.Con;
868 op->contr->orig_stats.Wis = op->stats.Wis;
869 op->contr->orig_stats.Pow = op->stats.Pow;
870 op->contr->orig_stats.Cha = op->stats.Cha;
871
872 op->level = 1;
873 op->stats.exp = 0; 784 stats.exp = 0;
874 op->stats.ac = 0; 785 stats.ac = 0;
875 786
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player (op);
881 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
884 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
885} 799}
886 800
887void 801void
888Roll_Again (object *op) 802object::swap_stats (int a, int b)
889{ 803{
890 esrv_new_player (op->contr, 0);
891 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
892 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
893}
894
895void
896Swap_Stat (object *op, int Swap_Second)
897{
898 signed char tmp;
899 char buf[MAX_BUF];
900
901 if (op->contr->Swap_First == -1)
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
904 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
905 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
906 return;
907 }
908
909 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 804 int tmp = get_attr_value (&contr->orig_stats, a);
910
911 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
912
913 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 806 set_attr_value (&contr->orig_stats, b, tmp);
914 807
915 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
916 new_draw_info (NDI_UNIQUE, 0, op, buf);
917 op->stats.Str = op->contr->orig_stats.Str; 808 stats.Str = contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex; 809 stats.Dex = contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con; 810 stats.Con = contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int; 811 stats.Int = contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis; 812 stats.Wis = contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow; 813 stats.Pow = contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha; 814 stats.Cha = contr->orig_stats.Cha;
815
816 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats
924 op->stats.ac = 0; 818 stats.ac = 0;
925 819
926 op->level = 1; 820 level = 1;
927 op->stats.exp = 0; 821 stats.exp = 0;
928 op->stats.ac = 0; 822 stats.ac = 0;
929 823
930 op->contr->levhp[1] = 9;
931 op->contr->levsp[1] = 6;
932 op->contr->levgrace[1] = 3;
933
934 fix_player (op);
935 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
936 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
937 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
938 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
939 op->contr->Swap_First = -1;
940}
941
942
943/* This code has been greatly reduced, because with set_attr_value
944 * and get_attr_value, the stats can be accessed just numeric
945 * ids. stat_trans is a table that translate the number entered
946 * into the actual stat. It is needed because the order the stats
947 * are displayed in the stat window is not the same as how
948 * the number's access that stat. The table does that translation.
949 */
950int
951key_roll_stat (object *op, char key)
952{
953 int keynum = key - '0';
954 char buf[MAX_BUF];
955 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
956
957 if (keynum > 0 && keynum <= 7)
958 { 835 }
959 if (op->contr->Swap_First == -1)
960 {
961 op->contr->Swap_First = stat_trans[keynum];
962 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
963 new_draw_info (NDI_UNIQUE, 0, op, buf);
964 }
965 else
966 Swap_Stat (op, stat_trans[keynum]);
967
968 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
969 return 1;
970 }
971 switch (key)
972 {
973 case 'n':
974 case 'N':
975 {
976 SET_FLAG (op, FLAG_WIZ);
977 if (op->map == NULL)
978 {
979 LOG (llevError, "Map == NULL in state 2\n");
980 break;
981 }
982
983#if 0
984 /* So that enter_exit will put us at startx/starty */
985 op->x = -1;
986
987 enter_exit (op, NULL);
988#endif
989 SET_ANIMATION (op, 2); /* So player faces south */
990 /* Enter exit adds a player otherwise */
991 add_statbonus (op);
992 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
993 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
994 op->contr->state = ST_CHANGE_CLASS;
995 if (op->msg)
996 new_draw_info (NDI_BLUE, 0, op, op->msg);
997 return 0;
998 }
999 case 'y':
1000 case 'Y':
1001 roll_stats (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1003 return 1;
1004
1005 case 'q':
1006 case 'Q':
1007 play_again (op);
1008 return 1;
1009
1010 default:
1011 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1012 return 0;
1013 }
1014 return 0;
1015} 836}
1016 837
1017/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
1021 * not the class. 842 * not the class.
1022 */ 843 */
1023
1024int 844int
1025key_change_class (object *op, char key) 845key_change_class (object *op, char key)
1026{ 846{
1027 int tmp_loop; 847 int tmp_loop;
1028 848
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 849 if (key == 'd' || key == 'D')
1036 { 850 {
1037 char buf[MAX_BUF]; 851 char buf[MAX_BUF];
1038 852
1039 /* this must before then initial items are given */ 853 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 858 create_treasure (tl, op, 0, 0, 0);
1045 859
1046 INVOKE_PLAYER (BIRTH, op->contr); 860 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 861 INVOKE_PLAYER (LOGIN, op->contr);
1048 862
1049 op->contr->state = ST_PLAYING; 863 op->contr->ns->state = ST_PLAYING;
1050 864
1051 if (op->msg) 865 if (op->msg)
1052 op->msg = NULL; 866 op->msg = NULL;
1053 867
1054 /* We create this now because some of the unique maps will need it 868 /* We create this now because some of the unique maps will need it
1063 start_info (op); 877 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 878 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 879 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 880 link_player_skills (op);
1067 esrv_send_inventory (op, op); 881 esrv_send_inventory (op, op);
1068 fix_player (op); 882 op->update_stats ();
1069 883
1070 /* This moves the player to a different start map, if there 884 /* This moves the player to a different start map, if there
1071 * is one for this race 885 * is one for this race
1072 */ 886 */
1073 if (*first_map_ext_path) 887 if (*first_map_ext_path)
1084 * if the map isn't there, then stay on the 898 * if the map isn't there, then stay on the
1085 * default initial map */ 899 * default initial map */
1086 tmp->destroy (); 900 tmp->destroy ();
1087 } 901 }
1088 else 902 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 903 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 904
1092 return 0; 905 return 0;
1093 } 906 }
1094 907
1095 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1100 while (!tmp_loop) 913 while (!tmp_loop)
1101 { 914 {
1102 shstr name = op->name; 915 shstr name = op->name;
1103 int x = op->x, y = op->y; 916 int x = op->x, y = op->y;
1104 917
1105 remove_statbonus (op); 918 op->remove_statbonus ();
1106 op->remove (); 919 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 920 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 921 op->arch->clone.copy_to (op);
1109 op->instantiate (); 922 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 923 op->stats = op->contr->orig_stats;
1112 op->x = x; 925 op->x = x;
1113 op->y = y; 926 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 927 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 928 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 929 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 930 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 931 tmp_loop = allowed_class (op);
1119 } 932 }
1120 933
1121 update_object (op, UP_OBJ_FACE); 934 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 935 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 936 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 937 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 938 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 939 op->stats.grace = 0;
1127 940
1128 if (op->msg) 941 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 942 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 943
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1132 return 0; 945 return 0;
1133} 946}
1134 947
1135int 948int
1136key_confirm_quit (object *op, char key) 949key_confirm_quit (object *op, char key)
1137{ 950{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 { 952 {
1142 op->contr->state = ST_PLAYING; 953 op->contr->ns->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1; 955 return 1;
1145 } 956 }
1146 957
1147 INVOKE_PLAYER (LOGOUT, op->contr); 958 INVOKE_PLAYER (LOGOUT, op->contr);
1152 op->direction = 0; 963 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154 965
1155 strcpy (op->contr->killer, "quit"); 966 strcpy (op->contr->killer, "quit");
1156 check_score (op); 967 check_score (op);
1157 op->contr->party = NULL; 968 op->contr->party = 0;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0'; 969 op->contr->own_title[0] = '\0';
1160 970
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 971 object_ptr ob = op;
1162 {
1163 maptile *mp, *next;
1164 972
973 delete ob->contr;
974
1165 /* We need to hunt for any per player unique maps in memory and 975 /* We need to hunt for any per player unique maps in memory and
1166 * get rid of them. The trailing slash in the path is intentional, 976 * get rid of them. The trailing slash in the path is intentional,
1167 * so that players named 'Ab' won't match against players 'Abe' pathname 977 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */ 978 */
979 char buf[MAX_BUF];
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next) 981
1171 { 982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
1172 next = mp->next; 984 next = mp->next;
985
1173 if (!strncmp (mp->path, buf, strlen (buf))) 986 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp); 987 delete_map (mp);
1175 } 988 }
1176 989
1177 delete_character (op->name, 1); 990 delete_character (ob->name, 1);
1178 }
1179 991
1180 play_again (op);
1181 return 1; 992 return 1;
1182} 993}
1183 994
1184void 995void
1185flee_player (object *op) 996flee_player (object *op)
1216 { 1027 {
1217 op->enemy = NULL; 1028 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1030 return;
1220 } 1031 }
1032
1221 get_rangevector (op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1222 1034
1223 dir = absdir (4 + rv.direction); 1035 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1036 for (diff = 0; diff < 3; diff++)
1225 { 1037 {
1226 int m = 1 - (RANDOM () & 2); 1038 int m = 1 - (RANDOM () & 2);
1227 1039
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1041 return;
1231 }
1232 } 1042 }
1043
1233 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1046 op->enemy = NULL;
1236} 1047}
1237 1048
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1324 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1136 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1327 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1329
1330 sprintf (putstring, "...flags: ");
1331 for (k = 0; k < 4; k++)
1332 {
1333 for (j = 0; j < 32; j++)
1334 {
1335 if ((tmp->flags[k] >> j) & 0x01)
1336 {
1337 sprintf (tmpstr, "%d ", k * 32 + j);
1338 strcat (putstring, tmpstr);
1339 }
1340 }
1341 }
1342 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1343
1344#if 0
1345 /* print the flags too */
1346 for (k = 0; k < 4; k++)
1347 {
1348 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1349 for (j = 0; j < 32; j++)
1350 {
1351 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1352 if (!((j + 1) % 4))
1353 fprintf (stderr, " ");
1354 }
1355 fprintf (stderr, " [%d]\n", k * 32);
1356 }
1357#endif
1358 } 1141 }
1142
1359 /* philosophy: 1143 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1144 * It's easy to grab an item type from a pile, as long as it's
1361 * generic. This takes no game-time. For more detailed pickups 1145 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1148 * example.
1365 * The drawback: right now it has no frontend, so you need to 1149 * The drawback: right now it has no frontend, so you need to
1366 * stick the bits you want into a calculator in hex mode and then 1150 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1577 if (!dir)
1794 { 1578 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1580 return 0;
1797 } 1581 }
1582
1798 if (op->type == PLAYER) 1583 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1584 bow = op->contr->ranges[range_bow];
1800 else 1585 else
1801 { 1586 {
1802 for (bow = op->inv; bow; bow = bow->below) 1587 for (bow = op->inv; bow; bow = bow->below)
1810 { 1595 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1597 return 0;
1813 } 1598 }
1814 } 1599 }
1600
1815 if (!bow->race || !bow->skill) 1601 if (!bow->race || !bow->skill)
1816 { 1602 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1604 return 0;
1819 } 1605 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1608
1823 /* penalize ROF for bestarrow */ 1609 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1826 if (bowspeed < 1) 1613 if (bowspeed < 1)
1827 bowspeed = 1; 1614 bowspeed = 1;
1828 1615
1829 if (arrow == NULL) 1616 if (arrow == NULL)
1830 { 1617 {
1836 else 1623 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1624 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1625 return 0;
1839 } 1626 }
1840 } 1627 }
1628
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1630 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1631 return 0;
1845 } 1632
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1633 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1634 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1635 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1636 return 0;
1850 } 1637 }
1856 return 0; 1643 return 0;
1857 } 1644 }
1858 1645
1859 left = arrow; /* these are arrows left to the player */ 1646 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1647 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1648 if (!arrow)
1862 { 1649 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1651 return 0;
1865 } 1652 }
1653
1866 arrow->set_owner (op); 1654 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1655 arrow->skill = bow->skill;
1868 1656
1869 arrow->direction = dir; 1657 arrow->direction = dir;
1870 arrow->x = sx; 1658 arrow->x = sx;
1871 arrow->y = sy; 1659 arrow->y = sy;
1872 1660
1873 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1874 { 1662 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1664 op->update_stats ();
1877 } 1665 }
1878 1666
1879 SET_ANIMATION (arrow, arrow->direction); 1667 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1668 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1669 arrow->stats.hp = arrow->stats.dam;
1913 } 1701 }
1914 1702
1915 if (arrow->attacktype == AT_PHYSICAL) 1703 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1704 arrow->attacktype |= bow->attacktype;
1917 1705
1918 if (bow->slaying != NULL) 1706 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1707 arrow->slaying = bow->slaying;
1920 1708
1921 arrow->map = m; 1709 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1710 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1711 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1827 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1828 item->face = item->arch->clone.face;
2041 item->speed = 0; 1829 item->speed = 0;
2042 update_ob_speed (item); 1830 update_ob_speed (item);
2043 } 1831 }
2044 if ((tmp = is_player_inv (item))) 1832 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1833 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1834 }
2047 } 1835 }
2048 else if (item->type == ROD || item->type == HORN) 1836 else if (item->type == ROD || item->type == HORN)
2049 { 1837 {
2199 * 0 otherwise 1987 * 0 otherwise
2200 */ 1988 */
2201static int 1989static int
2202player_attack_door (object *op, object *door) 1990player_attack_door (object *op, object *door)
2203{ 1991{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1992 /* If its a door, try to find a use a key. If we do destroy the door,
2206 * might as well return immediately as there is nothing more to do - 1993 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1994 * otherwise, we fall through to the rest of the code.
2208 */ 1995 */
2209 object *key = find_key (op, op, door); 1996 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2034 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2035 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2036 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2037 * going to try and move (not fire weapons).
2251 */ 2038 */
2252
2253void 2039void
2254move_player_attack (object *op, int dir) 2040move_player_attack (object *op, int dir)
2255{ 2041{
2256 object *tmp, *mon; 2042 object *tmp, *mon;
2257 sint16 nx, ny; 2043 sint16 nx, ny;
2259 maptile *m; 2045 maptile *m;
2260 2046
2261 nx = freearr_x[dir] + op->x; 2047 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2048 ny = freearr_y[dir] + op->y;
2263 2049
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2050 on_battleground = op_on_battleground (op, 0, 0);
2265 2051
2266 /* If braced, or can't move to the square, and it is not out of the 2052 /* If braced, or can't move to the square, and it is not out of the
2267 * map, attack it. Note order of if statement is important - don't 2053 * map, attack it. Note order of if statement is important - don't
2268 * want to be calling move_ob if braced, because move_ob will move the 2054 * want to be calling move_ob if braced, because move_ob will move the
2269 * player. This is a pretty nasty hack, because if we could 2055 * player. This is a pretty nasty hack, because if we could
2281 return; /* Don't think this should happen */ 2067 return; /* Don't think this should happen */
2282 } 2068 }
2283 else 2069 else
2284 m = op->map; 2070 m = op->map;
2285 2071
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2287 { 2073 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2289 return; 2075 return;
2290 } 2076 }
2291 2077
2292 mon = NULL; 2078 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2079 /* Go through all the objects, and find ones of interest. Only stop if
2294 * we find a monster - that is something we know we want to attack. 2080 * we find a monster - that is something we know we want to attack.
2295 * if its a door or barrel (can roll) see if there may be monsters 2081 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2082 * on the space
2297 */ 2083 */
2298 while (tmp != NULL) 2084 while (tmp)
2299 { 2085 {
2300 if (tmp == op) 2086 if (tmp == op)
2301 { 2087 {
2302 tmp = tmp->above; 2088 tmp = tmp->above;
2303 continue; 2089 continue;
2313 mon = tmp; 2099 mon = tmp;
2314 2100
2315 tmp = tmp->above; 2101 tmp = tmp->above;
2316 } 2102 }
2317 2103
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2104 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2105 return; /* into a wall */
2320 2106
2321 if (mon->head != NULL) 2107 if (mon->head)
2322 mon = mon->head; 2108 mon = mon->head;
2323 2109
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2110 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2111 if (player_attack_door (op, mon))
2326 return; 2112 return;
2363 * attack them either. 2149 * attack them either.
2364 */ 2150 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2151 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2152 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2153#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2154 (op->contr->peaceful
2369 || (mon->type == PLAYER 2155 || (mon->type == PLAYER
2370 && mon->contr-> 2156 && mon->contr->
2371 peaceful)) && 2157 peaceful)) &&
2372#else 2158#else
2373 op->contr->peaceful && 2159 op->contr->peaceful &&
2374#endif 2160#endif
2375 !on_battleground)) 2161 !on_battleground))
2376 { 2162 {
2377 if (!op->contr->braced) 2163 if (!op->contr->braced)
2378 { 2164 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2166 (void) push_ob (mon, dir, op);
2381 } 2167 }
2382 else 2168 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2169 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2170
2386 if (op->contr->tmp_invis || op->hide) 2171 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2172 make_visible (op);
2388 } 2173 }
2389 2174
2390 /* If the object is a boulder or other rollable object, then 2175 /* If the object is a boulder or other rollable object, then
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2203 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2204
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2205 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2206 }
2422 2207
2423 skill_attack (mon, op, 0, NULL, NULL); 2208 skill_attack (mon, op, 0, 0, 0);
2424 2209
2425 /* If attacking another player, that player gets automatic 2210 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2211 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2212 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2213 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2215 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2216 {
2432 short luck = mon->stats.luck; 2217 short luck = mon->stats.luck;
2433 2218
2434 mon->contr->has_hit = 1; 2219 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2220 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2221 mon->stats.luck = luck;
2437 } 2222 }
2223
2438 if (action_makes_visible (op)) 2224 if (action_makes_visible (op))
2439 make_visible (op); 2225 make_visible (op);
2440 } 2226 }
2441 } /* if player should attack something */ 2227 } /* if player should attack something */
2442} 2228}
2477 2263
2478 /* Add special check for newcs players and fire on - this way, the 2264 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2265 * server can handle repeat firing.
2480 */ 2266 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2267 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2268 op->direction = dir;
2484 }
2485 else 2269 else
2486 {
2487 op->direction = 0; 2270 op->direction = 0;
2488 } 2271
2489 /* Update how the player looks. Use the facing, so direction may 2272 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2273 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2274 * for players.
2492 */ 2275 */
2493 animate_object (op, op->facing); 2276 animate_object (op, op->facing);
2545 2328
2546 /* call this here - we also will call this in do_ericserver, but 2329 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2330 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2331 * called, so we recheck it here.
2549 */ 2332 */
2550 HandleClient (op->contr->socket, op->contr); 2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2335 ;
2336
2551 if (op->speed_left < 0) 2337 if (op->speed_left < 0)
2552 return 0; 2338 return 0;
2553 2339
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2340 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2341 {
2592 op->stats.hp = op->stats.maxhp; 2378 op->stats.hp = op->stats.maxhp;
2593 2379
2594 if (op->stats.food < 0) 2380 if (op->stats.food < 0)
2595 op->stats.food = 999; 2381 op->stats.food = 999;
2596 2382
2597 fix_player (op); 2383 op->update_stats ();
2598 return 1; 2384 return 1;
2599 } 2385 }
2600 2386
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2387 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2388 CLEAR_FLAG (op, FLAG_LIFESAVE);
2632 remove_unpaid_objects (op->inv, env); 2418 remove_unpaid_objects (op->inv, env);
2633 2419
2634 op = next; 2420 op = next;
2635 } 2421 }
2636} 2422}
2637
2638 2423
2639/* 2424/*
2640 * Returns pointer a static string containing gravestone text 2425 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2426 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2427 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2462 strcat (buf2, buf);
2678 2463
2679 return buf2; 2464 return buf2;
2680} 2465}
2681
2682
2683 2466
2684void 2467void
2685do_some_living (object *op) 2468do_some_living (object *op)
2686{ 2469{
2687 int last_food = op->stats.food; 2470 int last_food = op->stats.food;
2696 const int max_grace = 1; 2479 const int max_grace = 1;
2697 2480
2698 if (op->contr->outputs_sync) 2481 if (op->contr->outputs_sync)
2699 { 2482 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2483 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2701 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2484 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2702 flush_output_element (op, &op->contr->outputs[i]); 2485 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2486 }
2704 2487
2705 if (op->contr->state == ST_PLAYING) 2488 if (op->contr->ns->state == ST_PLAYING)
2706 { 2489 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2490 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2491 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2492 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2493 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2494 else
2713 { 2495 {
2714 gen_hp = op->stats.maxhp; 2496 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2497 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2498 }
2499
2717 if (op->contr->gen_sp >= 0) 2500 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2501 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2502 else
2720 { 2503 {
2721 gen_sp = op->stats.maxsp; 2504 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2505 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2506 }
2507
2724 if (op->contr->gen_grace >= 0) 2508 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2509 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2510 else
2727 { 2511 {
2728 gen_grace = op->stats.maxgrace; 2512 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2530 op->stats.food = last_food;
2747 } 2531 }
2748 } 2532 }
2533
2749 if (max_sp > 1) 2534 if (max_sp > 1)
2750 { 2535 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2536 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2537 if (over_sp > 0)
2753 { 2538 {
2754 if (op->stats.sp < op->stats.maxsp) 2539 if (op->stats.sp < op->stats.maxsp)
2755 { 2540 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2541 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2542
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2543 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2544 op->stats.sp--;
2545
2759 if (op->stats.sp > op->stats.maxsp) 2546 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2547 op->stats.sp = op->stats.maxsp;
2761 } 2548 }
2762 op->last_sp = 0; 2549 op->last_sp = 0;
2763 } 2550 }
2764 else 2551 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2552 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2553 }
2769 else 2554 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2556 }
2774 2557
2775 /* Regenerate Grace */ 2558 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2559 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2560 if (--op->last_grace < 0)
2778 { 2561 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2562 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2563 op->stats.grace++; /* no penalty in food for regaining grace */
2564
2781 if (max_grace > 1) 2565 if (max_grace > 1)
2782 { 2566 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2567 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2568 if (over_grace > 0)
2785 { 2569 {
2813 op->stats.food += op->contr->digestion; 2597 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2598 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2599 op->stats.food = last_food;
2816 } 2600 }
2817 } 2601 }
2602
2818 if (max_hp > 1) 2603 if (max_hp > 1)
2819 { 2604 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2605 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2606 if (over_hp > 0)
2822 { 2607 {
2846 2631
2847 if (op->contr->gen_hp > 0) 2632 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2633 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2634 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2635 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2636
2851 /* dms do not consume food */ 2637 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2638 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2639 op->stats.food--;
2854 } 2640 }
2855 }
2856 2641
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2642 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2643 {
2859 object *tmp, *flesh = NULL; 2644 object *tmp, *flesh = 0;
2860 2645
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2646 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2647 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2648 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2649 {
2650 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2651 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2652 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2653 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2654 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2655 break;
2871 } 2656 }
2872 else if (tmp->type == FLESH) 2657 else if (tmp->type == FLESH)
2873 flesh = tmp; 2658 flesh = tmp;
2874 } /* End if paid for object */ 2659 } /* End if paid for object */
2875 } /* end of for loop */ 2660 } /* end of for loop */
2661
2876 /* If player is still starving, it means they don't have any food, so 2662 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2663 * eat flesh instead.
2878 */ 2664 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2665 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2666 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2668 manual_apply (op, flesh, 0);
2883 } 2669 }
2884 } /* end if player is starving */ 2670 }
2885 2671
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2672 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2673 op->stats.food++, op->stats.hp--;
2888 2674
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2675 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2676 kill_player (op);
2677 }
2891} 2678}
2892
2893
2894 2679
2895/* If the player should die (lack of hp, food, etc), we call this. 2680/* If the player should die (lack of hp, food, etc), we call this.
2896 * op is the player in jeopardy. If the player can not be saved (not 2681 * op is the player in jeopardy. If the player can not be saved (not
2897 * permadeath, no lifesave), this will take care of removing the player 2682 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2683 * file.
3005 x = op->x; 2790 x = op->x;
3006 y = op->y; 2791 y = op->y;
3007 map = op->map; 2792 map = op->map;
3008 2793
3009 2794
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2795 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2796 * life if they are dead - it takes some exp and a random stat.
3014 * See the config.h file for a little more in depth detail about this. 2797 * See the config.h file for a little more in depth detail about this.
3015 */ 2798 */
3016 2799
3017 /* Basically two ways to go - remove a stat permanently, or just 2800 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2801 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2802 * of death.
3020 */ 2803 */
3021#ifndef COZY_SERVER 2804#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2805 if (settings.balanced_stat_loss)
3023 { 2806 {
3024 /* If stat loss is permanent, lose one stat only. */ 2807 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2808 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2809 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2810 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2811 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2812 little bit harder. */
3030 /* GD */ 2813 /* GD */
3031 if (settings.stat_loss_on_death) 2814 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2815 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2816 else
3037 { 2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 }
2819 else
2820 {
3038 num_stats_lose = 1; 2821 num_stats_lose = 1;
3039 } 2822 }
3040 lost_a_stat = 0; 2823 lost_a_stat = 0;
3041 2824
3042 for (z = 0; z < num_stats_lose; z++) 2825 for (z = 0; z < num_stats_lose; z++)
3043 { 2826 {
3044 i = RANDOM () % NUM_STATS; 2827 i = RANDOM () % NUM_STATS;
3045 2828
3046 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3047 { 2830 {
3048 /* Pick a random stat and take a point off it. Tell the player 2831 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2832 * what he lost.
3050 */ 2833 */
3051 change_attr_value (&(op->stats), i, -1); 2834 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2835 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2836 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2837 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2839 lost_a_stat = 1;
2840 }
2841 else
2842 {
2843 /* deplete a stat */
2844 archetype *deparch = archetype::find ("depletion");
2845 object *dep;
2846
2847 dep = present_arch_in_ob (deparch, op);
2848 if (!dep)
2849 {
2850 dep = arch_to_object (deparch);
2851 insert_ob_in_ob (dep, op);
3057 } 2852 }
3058 else 2853 lose_this_stat = 1;
2854 if (settings.balanced_stat_loss)
3059 { 2855 {
3060 /* deplete a stat */ 2856 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2857 /* Get the stat that we're about to deplete. */
3062 object *dep; 2858 this_stat = get_attr_value (&(dep->stats), i);
3063 2859 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2860 {
3067 dep = arch_to_object (deparch); 2861 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2862 int keep_chance = this_stat * this_stat;
3069 } 2863
3070 lose_this_stat = 1; 2864 /* Yes, I am paranoid. Sue me. */
3071 if (settings.balanced_stat_loss)
3072 {
3073 /* GD */
3074 /* Get the stat that we're about to deplete. */
3075 this_stat = get_attr_value (&(dep->stats), i);
3076 if (this_stat < 0) 2865 if (keep_chance < 1)
2866 keep_chance = 1;
2867
2868 /* There is a maximum depletion total per level. */
2869 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2870 {
3078 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 int keep_chance = this_stat * this_stat;
3080
3081 /* Yes, I am paranoid. Sue me. */
3082 if (keep_chance < 1)
3083 keep_chance = 1;
3084
3085 /* There is a maximum depletion total per level. */
3086 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3087 {
3088 lose_this_stat = 0; 2871 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2872 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2873 retain the stat. */
3091 }
3092 else
3093 {
3094 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3095 lose_this_stat = 0;
3096 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3097 this_stat, keep_chance, loss_chance,
3098 lose_this_stat?"LOSE":"KEEP"); */
3099 }
3100 } 2874 }
3101 }
3102
3103 if (lose_this_stat)
3104 {
3105 this_stat = get_attr_value (&(dep->stats), i);
3106 /* We could try to do something clever like find another
3107 * stat to reduce if this fails. But chances are, if
3108 * stats have been depleted to -50, all are pretty low
3109 * and should be roughly the same, so it shouldn't make a
3110 * difference.
3111 */ 2875 else
3112 if (this_stat >= -50)
3113 { 2876 {
3114 change_attr_value (&(dep->stats), i, -1); 2877 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3115 SET_FLAG (dep, FLAG_APPLIED);
3116 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3117 fix_player (op);
3118 lost_a_stat = 1; 2878 lose_this_stat = 0;
2879 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2880 this_stat, keep_chance, loss_chance,
2881 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2882 }
3120 } 2883 }
3121 } 2884 }
2885
2886 if (lose_this_stat)
2887 {
2888 this_stat = get_attr_value (&(dep->stats), i);
2889 /* We could try to do something clever like find another
2890 * stat to reduce if this fails. But chances are, if
2891 * stats have been depleted to -50, all are pretty low
2892 * and should be roughly the same, so it shouldn't make a
2893 * difference.
2894 */
2895 if (this_stat >= -50)
2896 {
2897 change_attr_value (&(dep->stats), i, -1);
2898 SET_FLAG (dep, FLAG_APPLIED);
2899 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2900 op->update_stats ();
2901 lost_a_stat = 1;
2902 }
3122 } 2903 }
2904 }
2905 }
3123 /* If no stat lost, tell the player. */ 2906 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2907 if (!lost_a_stat)
3125 { 2908 {
3126 /* determine_god() seems to not work sometimes... why is this? 2909 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2910 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2911 const char *god = determine_god (op);
3129 2912
3130 if (god && (strcmp (god, "none"))) 2913 if (god && (strcmp (god, "none")))
3131 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2914 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2915 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2916 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2917 }
3135#else 2918#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2920#endif
3138 2921
3139 /* Put a gravestone up where the character 'almost' died. List the 2922 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2923 * exp loss on the stone.
3141 */ 2924 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2925 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2926 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2927 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2928 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2929 tmp->name_pl = buf;
3147 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); 2930 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);
3148 tmp->msg = buf; 2931 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2932 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2933 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2934
3152 /**************************************/ 2935 /**************************************/
3153 /* */ 2936 /* */
3154 /* Subtract the experience points, */ 2937 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2938 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2939 /* food, and reset HP's... */
3157 /* */ 2940 /* */
3158 /**************************************/ 2941 /**************************************/
3159 2942
3160 /* remove any poisoning and confusion the character may be suffering. */ 2943 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2944 /* restore player */
3162 at = archetype::find ("poisoning"); 2945 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2946 tmp = present_arch_in_ob (at, op);
3164 2947
3165 if (tmp) 2948 if (tmp)
3166 { 2949 {
3167 tmp->destroy (); 2950 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2952 }
3170 2953
3171 at = archetype::find ("confusion"); 2954 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2956 if (tmp)
3174 { 2957 {
3175 tmp->destroy (); 2958 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2960 }
3178 2961
3179 cure_disease (op, 0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
3180 2963
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2964 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2965 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2966 if (op->stats.food < 100)
3184 op->stats.food = 900; 2967 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2968 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2971
3189 /* 2972 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2973 * Check to see if the player is in a shop. IF so, then check to see if
3191 * the player has any unpaid items. If so, remove them and put them back 2974 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2975 * in the map.
3193 */ 2976 */
3194 2977
3195 if (is_in_shop (op)) 2978 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2979 remove_unpaid_objects (op->inv, op);
3197 2980
3198 /****************************************/ 2981 /****************************************/
3199 /* */ 2982 /* */
3200 /* Move player to his current respawn- */ 2983 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2984 /* position (usually last savebed) */
3202 /* */ 2985 /* */
3203 /****************************************/ 2986 /****************************************/
3204 2987
3205 enter_player_savebed (op); 2988 enter_player_savebed (op);
3206 2989
3207 /* Save the player before inserting the force to reduce 2990 /* Save the player before inserting the force to reduce
3208 * chance of abuse. 2991 * chance of abuse.
3209 */ 2992 */
3210 op->contr->braced = 0; 2993 op->contr->braced = 0;
3211 save_player (op, 1); 2994 op->contr->save ();
3212 2995
3213 /* it is possible that the player has blown something up 2996 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2997 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2998 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 2999 * on the space that might harm the player.
3217 */ 3000 */
3218 will_kill_again = 0; 3001 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3002 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3003 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3004 will_kill_again |= tmp->attacktype;
3222 3005
3223 if (will_kill_again) 3006 if (will_kill_again)
3224 { 3007 {
3225 object *force; 3008 object *force;
3226 int at; 3009 int at;
3227 3010
3228 force = get_archetype (FORCE_NAME); 3011 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 3012 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 3013 force->speed = 0.1;
3231 force->speed_left = -5.0; 3014 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 3015 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 3016 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 3017 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 3018 force->resist[at] = 100;
3236 3019
3237 insert_ob_in_ob (force, op); 3020 insert_ob_in_ob (force, op);
3238 fix_player (op); 3021 op->update_stats ();
3239 3022
3240 } 3023 }
3241 3024
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3025 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3243 return;
3244 } /* NOT_PERMADETH */
3245 else
3246 {
3247 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3248 * should probably be embedded in an else statement.
3249 */
3250
3251 op->contr->party = NULL;
3252 if (settings.set_title == TRUE)
3253 op->contr->own_title[0] = '\0';
3254 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3255 check_score (op);
3256
3257 if (op->contr->ranges[range_golem])
3258 {
3259 remove_friendly_object (op->contr->ranges[range_golem]);
3260 op->contr->ranges[range_golem]->destroy ();
3261 op->contr->ranges[range_golem] = 0;
3262 }
3263
3264 loot_object (op); /* Remove some of the items for good */
3265 op->remove ();
3266 op->direction = 0;
3267
3268 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3269 {
3270 delete_character (op->name, 0);
3271 if (settings.resurrection == TRUE)
3272 {
3273 /* save playerfile sans equipment when player dies
3274 ** then save it as player.pl.dead so that future resurrection
3275 ** type spells will work on them nicely
3276 */
3277 delete_character (op->name, 0);
3278 op->stats.hp = op->stats.maxhp;
3279 op->stats.food = 999;
3280
3281 /* set the location of where the person will reappear when */
3282 /* maybe resurrection code should fix map also */
3283 strcpy (op->contr->maplevel, settings.emergency_mapname);
3284 if (op->map != NULL)
3285 op->map = NULL;
3286 op->x = settings.emergency_x;
3287 op->y = settings.emergency_y;
3288 save_player (op, 0);
3289 op->map = map;
3290 /* please see resurrection.c: peterm */
3291 dead_player (op);
3292 }
3293 else
3294 delete_character (op->name, 1);
3295 }
3296
3297 play_again (op);
3298
3299 /* peterm: added to create a corpse at deathsite. */
3300 tmp = arch_to_object (archetype::find ("corpse_pl"));
3301 sprintf (buf, "%s", &op->name);
3302 tmp->name = tmp->name_pl = buf;
3303 tmp->level = op->level;
3304 tmp->x = x;
3305 tmp->y = y;
3306 tmp->msg = gravestone_text (op);
3307 SET_FLAG (tmp, FLAG_UNIQUE);
3308 insert_ob_in_map (tmp, map, NULL, 0);
3309 }
3310} 3026}
3311
3312 3027
3313void 3028void
3314loot_object (object *op) 3029loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 3030{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 3031 object *tmp, *tmp2, *next;
3317 3032
3318 if (op->container) 3033 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 3034 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 3035
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 3036 for (tmp = op->inv; tmp; tmp = next)
3324 { 3037 {
3325 next = tmp->below; 3038 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 3039
3040 if (tmp->invisible)
3327 continue; 3041 continue;
3042
3328 tmp->remove (); 3043 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3044 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3045 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3046 { /* empty container to ground */
3332 loot_object (tmp); 3047 loot_object (tmp);
3354 */ 3069 */
3355 3070
3356void 3071void
3357fix_weight (void) 3072fix_weight (void)
3358{ 3073{
3359 player *pl;
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next) 3074 for (player *pl = first_player; pl; pl = pl->next)
3362 { 3075 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3077
3365 if (old == sum) 3078 if (old == sum)
3366 continue; 3079 continue;
3367 fix_player (pl->ob); 3080 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3081 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3082 }
3370} 3083}
3371 3084
3372void 3085void
3373fix_luck (void) 3086fix_luck (void)
3374{ 3087{
3375 player *pl;
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next) 3088 for (player *pl = first_player; pl; pl = pl->next)
3378 if (!pl->ob->contr->state) 3089 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3090 pl->ob->change_luck (0);
3380} 3091}
3381
3382 3092
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3093/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3094 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3095 * just treat this as any other spell casting object.
3386 */ 3096 */
3387
3388void 3097void
3389cast_dust (object *op, object *throw_ob, int dir) 3098cast_dust (object *op, object *throw_ob, int dir)
3390{ 3099{
3391 object *skop, *spob; 3100 object *skop, *spob;
3392 3101
3437 object *tmp = NULL; 3146 object *tmp = NULL;
3438 3147
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3148 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3149 return 1;
3441 3150
3442 if (op->type == PLAYER)
3443 for (tmp = op->inv; tmp; tmp = tmp->below)
3444 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3445 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3446 return 1;
3447 return 0; 3151 return 0;
3448} 3152}
3449 3153
3450/* look at the surrounding terrain to determine 3154/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3155 * the hideability of this object. Positive levels
3566 if (mflags & P_OUT_OF_MAP) 3270 if (mflags & P_OUT_OF_MAP)
3567 continue; 3271 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3272 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3273 continue;
3570 3274
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3275 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3276 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3277 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3278 return 1;
3575 else if (tmp->type == PLAYER) 3279 else if (tmp->type == PLAYER)
3576 { 3280 {
3630 3334
3631 /* only the viewable area the player sees is updated by LOS 3335 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3336 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3337 * for any meaningful values.
3634 */ 3338 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3339 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3340 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3341 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3342 return 1;
3639 op = op->more; 3343 op = op->more;
3640 } 3344 }
3641 return 0; 3345 return 0;
3642} 3346}
3828 { 3532 {
3829 /* forces in the treasurelist can alter the player's stats */ 3533 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3534 object *skin;
3831 3535
3832 /* first get the dragon skin force */ 3536 /* first get the dragon skin force */
3537 shstr_cmp dragon_skin_force ("dragon_skin_force");
3833 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3538 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3539 ;
3540
3834 if (skin == NULL) 3541 if (!skin)
3835 return; 3542 return;
3836 3543
3837 /* adding new spellpath attunements */ 3544 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3545 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3546 {

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