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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 1.60 by root, Sat Dec 23 09:41:55 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 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
214 */ 208 */
215 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
216 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239
240 ob->update_stats ();
241 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0);
245
246 enter_exit (ob, 0);
247
248 send_rules (ob);
249 send_news (ob);
250 display_motd (ob);
251 INVOKE_PLAYER (LOGIN, this);
252}
253
254// the need for this function can be explained
255// by load_object not returning the object
256void
257player::set_object (object *op)
258{
259 ob = op;
260 ob->contr = this; /* this aren't yet in archetype */
261
262 ob->speed_left = 0.5;
263 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271}
272
273player::player ()
274{
217 /* There are some elements we want initialized to non zero value - 275 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point. 276 * we deal with that below this point.
219 */ 277 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 278 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 279 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 280 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 281
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 282 assign (savebed_map, first_map_path); /* Init. respawn position */
231 283
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; 284 gen_sp_armour = 10;
250 p->last_speed = -1; 285 last_speed = -1;
251 p->shoottype = range_none; 286 shoottype = range_none;
252 p->bowtype = bow_normal; 287 bowtype = bow_normal;
253 p->petmode = pet_normal; 288 petmode = pet_normal;
254 p->listening = 10; 289 listening = 10;
255 p->usekeys = containers; 290 usekeys = containers;
256 p->last_weapon_sp = -1; 291 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 292 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 293 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);
266 294
267 /* we need to clear these to -1 and not zero - otherwise, 295 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 296 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 297 * send new values to the client, as things like exp start
270 * at zero. 298 * at zero.
271 */ 299 */
272 for (i = 0; i < NUM_SKILLS; i++) 300 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 301 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 302
278 for (i = 0; i < NROFATTACKS; i++) 303 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 304 last_resist[i] = -1;
280 305
281 p->last_stats.exp = -1; 306 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 307 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 308}
289 309
290/* This loads the first map an puts the player on it. */ 310player::~player ()
291static void
292set_first_map (object *op)
293{ 311{
294 strcpy (op->contr->maplevel, first_map_path); 312 terminate_all_pets (ob);
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */
347 free (stack_items);
348}
349
300/* Tries to add player on the connection passwd in ns. 350/* 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 351 * All we can really get in this is some settings like host and display
302 * mode. 352 * mode.
303 */ 353 */
304 354player *
305int 355player::create ()
306add_player (client_socket *ns)
307{ 356{
308 player *p = new player; 357 player *pl = new player;
309 358
310 p->socket = ns; 359 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 360
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; 361 return pl;
328} 362}
329 363
330/* 364/*
331 * get_player_archetype() return next player archetype from archetype 365 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 366 * list. Not very efficient routine, but used only creating new players.
341 { 375 {
342 if (at == NULL || at->next == NULL) 376 if (at == NULL || at->next == NULL)
343 at = first_archetype; 377 at = first_archetype;
344 else 378 else
345 at = at->next; 379 at = at->next;
380
346 if (at->clone.type == PLAYER) 381 if (at->clone.type == PLAYER)
347 return at; 382 return at;
383
348 if (at == start) 384 if (at == start)
349 { 385 {
350 LOG (llevError, "No Player archetypes\n"); 386 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 387 exit (-1);
352 } 388 }
353 } 389 }
354} 390}
355
356 391
357object * 392object *
358get_nearest_player (object *mon) 393get_nearest_player (object *mon)
359{ 394{
360 object *op = NULL; 395 object *op = NULL;
437 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 474 * is probably not a good thing.
440 */ 475 */
441#define MAX_SPACES 50 476#define MAX_SPACES 50
442
443 477
444/* 478/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 720 /* Need to set up the skill pointers */
687 link_player_skills (pl); 721 link_player_skills (pl);
688} 722}
689 723
690void 724void
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) 725get_party_password (object *op, partylist *party)
775{ 726{
776 if (party == NULL) 727 if (party == NULL)
777 { 728 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 729 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 730 return;
780 } 731 }
732
781 op->contr->write_buf[0] = '\0'; 733 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 734 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 735 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 736 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 737}
786
787 738
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 740static int
790roll_stat (void) 741roll_stat (void)
791{ 742{
792 int a[4], i, j, k; 743 int a[4], i, j, k;
793 744
794 for (i = 0; i < 4; i++) 745 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 748 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 749 if (a[i] < k)
799 k = a[i], j = i; 750 k = a[i], j = i;
800 751
801 for (i = 0, k = 0; i < 4; i++) 752 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 753 if (i != j)
804 k += a[i]; 754 k += a[i];
805 } 755
806 return k; 756 return k;
807} 757}
808 758
809void 759void
810roll_stats (object *op) 760object::roll_stats ()
811{ 761{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 762 int statsort [7];
815 763
816 do 764 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 } 765 {
827 while (sum < 82 || sum > 116); 766 int sum = 0;
767 for (int i = 7; i--; )
768 sum += statsort [i] = roll_stat ();
828 769
770 if (sum >= 82 && sum <= 116)
771 break;
772 }
773
829 /* Sort the stats so that rerolling is easier... */ 774 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 775 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;
837 776
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]; 777 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 778 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 779 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 780 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 781 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 782 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 783 stats.Cha = statsort[6];
862 784
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; 785 stats.exp = 0;
874 op->stats.ac = 0; 786 stats.ac = 0;
875 787
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; 788 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 789 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
794 contr->levhp[1] = 9;
795 contr->levsp[1] = 6;
796 contr->levgrace[1] = 3;
797
884 op->contr->orig_stats = op->stats; 798 contr->orig_stats = stats;
799 }
885} 800}
886 801
887void 802void
888Roll_Again (object *op) 803object::swap_stats (int a, int b)
889{ 804{
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); 805 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)); 806 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); 807 set_attr_value (&contr->orig_stats, b, tmp);
914 808
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; 809 stats.Str = contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex; 810 stats.Dex = contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con; 811 stats.Con = contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int; 812 stats.Int = contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis; 813 stats.Wis = contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow; 814 stats.Pow = contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha; 815 stats.Cha = contr->orig_stats.Cha;
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
924 op->stats.ac = 0; 819 stats.ac = 0;
925 820
926 op->level = 1; 821 level = 1;
927 op->stats.exp = 0; 822 stats.exp = 0;
928 op->stats.ac = 0; 823 stats.ac = 0;
929 824
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; 825 stats.hp = stats.maxhp;
936 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
937 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
938 op->contr->orig_stats = op->stats; 835 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 { 836 }
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} 837}
1016 838
1017/* This function takes the key that is passed, and does the 839/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 840 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 841 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 842 * separate race and class; this actually changes the RACE,
1021 * not the class. 843 * not the class.
1022 */ 844 */
1023
1024int 845int
1025key_change_class (object *op, char key) 846key_change_class (object *op, char key)
1026{ 847{
1027 int tmp_loop; 848 int tmp_loop;
1028 849
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 850 if (key == 'd' || key == 'D')
1036 { 851 {
1037 char buf[MAX_BUF]; 852 char buf[MAX_BUF];
1038 853
1039 /* this must before then initial items are given */ 854 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 859 create_treasure (tl, op, 0, 0, 0);
1045 860
1046 INVOKE_PLAYER (BIRTH, op->contr); 861 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 862 INVOKE_PLAYER (LOGIN, op->contr);
1048 863
1049 op->contr->state = ST_PLAYING; 864 op->contr->ns->state = ST_PLAYING;
1050 865
1051 if (op->msg) 866 if (op->msg)
1052 op->msg = NULL; 867 op->msg = NULL;
1053 868
1054 /* We create this now because some of the unique maps will need it 869 /* We create this now because some of the unique maps will need it
1063 start_info (op); 878 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 879 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 880 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 881 link_player_skills (op);
1067 esrv_send_inventory (op, op); 882 esrv_send_inventory (op, op);
1068 fix_player (op); 883 op->update_stats ();
1069 884
1070 /* This moves the player to a different start map, if there 885 /* This moves the player to a different start map, if there
1071 * is one for this race 886 * is one for this race
1072 */ 887 */
1073 if (*first_map_ext_path) 888 if (*first_map_ext_path)
1084 * if the map isn't there, then stay on the 899 * if the map isn't there, then stay on the
1085 * default initial map */ 900 * default initial map */
1086 tmp->destroy (); 901 tmp->destroy ();
1087 } 902 }
1088 else 903 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 904 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 905
1092 return 0; 906 return 0;
1093 } 907 }
1094 908
1095 /* Following actually changes the race - this is the default command 909 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 910 * if we don't match with one of the options above.
1100 while (!tmp_loop) 914 while (!tmp_loop)
1101 { 915 {
1102 shstr name = op->name; 916 shstr name = op->name;
1103 int x = op->x, y = op->y; 917 int x = op->x, y = op->y;
1104 918
1105 remove_statbonus (op); 919 op->remove_statbonus ();
1106 op->remove (); 920 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 921 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 922 op->arch->clone.copy_to (op);
1109 op->instantiate (); 923 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 924 op->stats = op->contr->orig_stats;
1112 op->x = x; 926 op->x = x;
1113 op->y = y; 927 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 928 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 929 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 930 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 931 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 932 tmp_loop = allowed_class (op);
1119 } 933 }
1120 934
1121 update_object (op, UP_OBJ_FACE); 935 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 936 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 937 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 938 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 939 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 940 op->stats.grace = 0;
1127 941
1128 if (op->msg) 942 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 943 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 944
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 945 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; 946 return 0;
1133} 947}
1134 948
1135int 949int
1136key_confirm_quit (object *op, char key) 950key_confirm_quit (object *op, char key)
1137{ 951{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 { 953 {
1142 op->contr->state = ST_PLAYING; 954 op->contr->ns->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1; 956 return 1;
1145 } 957 }
1146 958
1147 INVOKE_PLAYER (LOGOUT, op->contr); 959 INVOKE_PLAYER (LOGOUT, op->contr);
1152 op->direction = 0; 964 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154 966
1155 strcpy (op->contr->killer, "quit"); 967 strcpy (op->contr->killer, "quit");
1156 check_score (op); 968 check_score (op);
1157 op->contr->party = NULL; 969 op->contr->party = 0;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0'; 970 op->contr->own_title[0] = '\0';
1160 971
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 972 object_ptr ob = op;
1162 {
1163 maptile *mp, *next;
1164 973
974 delete ob->contr;
975
1165 /* We need to hunt for any per player unique maps in memory and 976 /* 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, 977 * 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 978 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */ 979 */
980 char buf[MAX_BUF];
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next) 982
1171 { 983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
1172 next = mp->next; 985 next = mp->next;
986
1173 if (!strncmp (mp->path, buf, strlen (buf))) 987 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp); 988 delete_map (mp);
1175 } 989 }
1176 990
1177 delete_character (op->name, 1); 991 delete_character (ob->name, 1);
1178 }
1179 992
1180 play_again (op);
1181 return 1; 993 return 1;
1182} 994}
1183 995
1184void 996void
1185flee_player (object *op) 997flee_player (object *op)
1216 { 1028 {
1217 op->enemy = NULL; 1029 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1031 return;
1220 } 1032 }
1033
1221 get_rangevector (op, op->enemy, &rv, 0); 1034 get_rangevector (op, op->enemy, &rv, 0);
1222 1035
1223 dir = absdir (4 + rv.direction); 1036 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1037 for (diff = 0; diff < 3; diff++)
1225 { 1038 {
1226 int m = 1 - (RANDOM () & 2); 1039 int m = 1 - (RANDOM () & 2);
1227 1040
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1041 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1042 return;
1231 }
1232 } 1043 }
1044
1233 /* Cornered, get rid of scared */ 1045 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1047 op->enemy = NULL;
1236} 1048}
1237 1049
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 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)))); 1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1137 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1138 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)))); 1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1141 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 } 1142 }
1143
1359 /* philosophy: 1144 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1145 * 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 1146 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1147 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1148 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1149 * example.
1365 * The drawback: right now it has no frontend, so you need to 1150 * 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 1151 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1152 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1578 if (!dir)
1794 { 1579 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1581 return 0;
1797 } 1582 }
1583
1798 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1585 bow = op->contr->ranges[range_bow];
1800 else 1586 else
1801 { 1587 {
1802 for (bow = op->inv; bow; bow = bow->below) 1588 for (bow = op->inv; bow; bow = bow->below)
1810 { 1596 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1598 return 0;
1813 } 1599 }
1814 } 1600 }
1601
1815 if (!bow->race || !bow->skill) 1602 if (!bow->race || !bow->skill)
1816 { 1603 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1605 return 0;
1819 } 1606 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1609
1823 /* penalize ROF for bestarrow */ 1610 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1826 if (bowspeed < 1) 1614 if (bowspeed < 1)
1827 bowspeed = 1; 1615 bowspeed = 1;
1828 1616
1829 if (arrow == NULL) 1617 if (arrow == NULL)
1830 { 1618 {
1836 else 1624 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1625 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1626 return 0;
1839 } 1627 }
1840 } 1628 }
1629
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1631 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1632 return 0;
1845 } 1633
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1634 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1635 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1636 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1637 return 0;
1850 } 1638 }
1856 return 0; 1644 return 0;
1857 } 1645 }
1858 1646
1859 left = arrow; /* these are arrows left to the player */ 1647 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1648 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1649 if (!arrow)
1862 { 1650 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1652 return 0;
1865 } 1653 }
1654
1866 arrow->set_owner (op); 1655 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1656 arrow->skill = bow->skill;
1868 1657
1869 arrow->direction = dir; 1658 arrow->direction = dir;
1870 arrow->x = sx; 1659 arrow->x = sx;
1871 arrow->y = sy; 1660 arrow->y = sy;
1872 1661
1873 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1874 { 1663 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1665 op->update_stats ();
1877 } 1666 }
1878 1667
1879 SET_ANIMATION (arrow, arrow->direction); 1668 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1670 arrow->stats.hp = arrow->stats.dam;
1913 } 1702 }
1914 1703
1915 if (arrow->attacktype == AT_PHYSICAL) 1704 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1705 arrow->attacktype |= bow->attacktype;
1917 1706
1918 if (bow->slaying != NULL) 1707 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1708 arrow->slaying = bow->slaying;
1920 1709
1921 arrow->map = m; 1710 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1711 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1828 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1829 item->face = item->arch->clone.face;
2041 item->speed = 0; 1830 item->speed = 0;
2042 update_ob_speed (item); 1831 update_ob_speed (item);
2043 } 1832 }
2044 if ((tmp = is_player_inv (item))) 1833 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1834 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1835 }
2047 } 1836 }
2048 else if (item->type == ROD || item->type == HORN) 1837 else if (item->type == ROD || item->type == HORN)
2049 { 1838 {
2199 * 0 otherwise 1988 * 0 otherwise
2200 */ 1989 */
2201static int 1990static int
2202player_attack_door (object *op, object *door) 1991player_attack_door (object *op, object *door)
2203{ 1992{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 1993 /* 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 - 1994 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 1995 * otherwise, we fall through to the rest of the code.
2208 */ 1996 */
2209 object *key = find_key (op, op, door); 1997 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2035 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2036 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2037 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2038 * going to try and move (not fire weapons).
2251 */ 2039 */
2252
2253void 2040void
2254move_player_attack (object *op, int dir) 2041move_player_attack (object *op, int dir)
2255{ 2042{
2256 object *tmp, *mon; 2043 object *tmp, *mon;
2257 sint16 nx, ny; 2044 sint16 nx, ny;
2259 maptile *m; 2046 maptile *m;
2260 2047
2261 nx = freearr_x[dir] + op->x; 2048 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2049 ny = freearr_y[dir] + op->y;
2263 2050
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2051 on_battleground = op_on_battleground (op, 0, 0);
2265 2052
2266 /* If braced, or can't move to the square, and it is not out of the 2053 /* 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 2054 * 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 2055 * 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 2056 * player. This is a pretty nasty hack, because if we could
2281 return; /* Don't think this should happen */ 2068 return; /* Don't think this should happen */
2282 } 2069 }
2283 else 2070 else
2284 m = op->map; 2071 m = op->map;
2285 2072
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2287 { 2074 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2289 return; 2076 return;
2290 } 2077 }
2291 2078
2292 mon = NULL; 2079 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2080 /* 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. 2081 * 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 2082 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2083 * on the space
2297 */ 2084 */
2298 while (tmp != NULL) 2085 while (tmp)
2299 { 2086 {
2300 if (tmp == op) 2087 if (tmp == op)
2301 { 2088 {
2302 tmp = tmp->above; 2089 tmp = tmp->above;
2303 continue; 2090 continue;
2313 mon = tmp; 2100 mon = tmp;
2314 2101
2315 tmp = tmp->above; 2102 tmp = tmp->above;
2316 } 2103 }
2317 2104
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2105 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2106 return; /* into a wall */
2320 2107
2321 if (mon->head != NULL) 2108 if (mon->head)
2322 mon = mon->head; 2109 mon = mon->head;
2323 2110
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2112 if (player_attack_door (op, mon))
2326 return; 2113 return;
2363 * attack them either. 2150 * attack them either.
2364 */ 2151 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2152 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2154#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2155 (op->contr->peaceful
2369 || (mon->type == PLAYER 2156 || (mon->type == PLAYER
2370 && mon->contr-> 2157 && mon->contr->
2371 peaceful)) && 2158 peaceful)) &&
2372#else 2159#else
2373 op->contr->peaceful && 2160 op->contr->peaceful &&
2374#endif 2161#endif
2375 !on_battleground)) 2162 !on_battleground))
2376 { 2163 {
2377 if (!op->contr->braced) 2164 if (!op->contr->braced)
2378 { 2165 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2167 (void) push_ob (mon, dir, op);
2381 } 2168 }
2382 else 2169 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2170 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2171
2386 if (op->contr->tmp_invis || op->hide) 2172 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2173 make_visible (op);
2388 } 2174 }
2389 2175
2390 /* If the object is a boulder or other rollable object, then 2176 /* If the object is a boulder or other rollable object, then
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2204 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2205
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2207 }
2422 2208
2423 skill_attack (mon, op, 0, NULL, NULL); 2209 skill_attack (mon, op, 0, 0, 0);
2424 2210
2425 /* If attacking another player, that player gets automatic 2211 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2212 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2213 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2214 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2217 {
2432 short luck = mon->stats.luck; 2218 short luck = mon->stats.luck;
2433 2219
2434 mon->contr->has_hit = 1; 2220 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2221 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2222 mon->stats.luck = luck;
2437 } 2223 }
2224
2438 if (action_makes_visible (op)) 2225 if (action_makes_visible (op))
2439 make_visible (op); 2226 make_visible (op);
2440 } 2227 }
2441 } /* if player should attack something */ 2228 } /* if player should attack something */
2442} 2229}
2477 2264
2478 /* Add special check for newcs players and fire on - this way, the 2265 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2266 * server can handle repeat firing.
2480 */ 2267 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2268 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2269 op->direction = dir;
2484 }
2485 else 2270 else
2486 {
2487 op->direction = 0; 2271 op->direction = 0;
2488 } 2272
2489 /* Update how the player looks. Use the facing, so direction may 2273 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2274 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2275 * for players.
2492 */ 2276 */
2493 animate_object (op, op->facing); 2277 animate_object (op, op->facing);
2545 2329
2546 /* call this here - we also will call this in do_ericserver, but 2330 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2331 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2332 * called, so we recheck it here.
2549 */ 2333 */
2550 HandleClient (op->contr->socket, op->contr); 2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337
2551 if (op->speed_left < 0) 2338 if (op->speed_left < 0)
2552 return 0; 2339 return 0;
2553 2340
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2341 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2342 {
2592 op->stats.hp = op->stats.maxhp; 2379 op->stats.hp = op->stats.maxhp;
2593 2380
2594 if (op->stats.food < 0) 2381 if (op->stats.food < 0)
2595 op->stats.food = 999; 2382 op->stats.food = 999;
2596 2383
2597 fix_player (op); 2384 op->update_stats ();
2598 return 1; 2385 return 1;
2599 } 2386 }
2600 2387
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2388 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2389 CLEAR_FLAG (op, FLAG_LIFESAVE);
2632 remove_unpaid_objects (op->inv, env); 2419 remove_unpaid_objects (op->inv, env);
2633 2420
2634 op = next; 2421 op = next;
2635 } 2422 }
2636} 2423}
2637
2638 2424
2639/* 2425/*
2640 * Returns pointer a static string containing gravestone text 2426 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2427 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2428 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2463 strcat (buf2, buf);
2678 2464
2679 return buf2; 2465 return buf2;
2680} 2466}
2681
2682
2683 2467
2684void 2468void
2685do_some_living (object *op) 2469do_some_living (object *op)
2686{ 2470{
2687 int last_food = op->stats.food; 2471 int last_food = op->stats.food;
2696 const int max_grace = 1; 2480 const int max_grace = 1;
2697 2481
2698 if (op->contr->outputs_sync) 2482 if (op->contr->outputs_sync)
2699 { 2483 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2484 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) 2485 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]); 2486 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2487 }
2704 2488
2705 if (op->contr->state == ST_PLAYING) 2489 if (op->contr->ns->state == ST_PLAYING)
2706 { 2490 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2491 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2492 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2493 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2494 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2495 else
2713 { 2496 {
2714 gen_hp = op->stats.maxhp; 2497 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2498 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2499 }
2500
2717 if (op->contr->gen_sp >= 0) 2501 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2502 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2503 else
2720 { 2504 {
2721 gen_sp = op->stats.maxsp; 2505 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2506 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2507 }
2508
2724 if (op->contr->gen_grace >= 0) 2509 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2511 else
2727 { 2512 {
2728 gen_grace = op->stats.maxgrace; 2513 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2531 op->stats.food = last_food;
2747 } 2532 }
2748 } 2533 }
2534
2749 if (max_sp > 1) 2535 if (max_sp > 1)
2750 { 2536 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2537 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2538 if (over_sp > 0)
2753 { 2539 {
2754 if (op->stats.sp < op->stats.maxsp) 2540 if (op->stats.sp < op->stats.maxsp)
2755 { 2541 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2545 op->stats.sp--;
2546
2759 if (op->stats.sp > op->stats.maxsp) 2547 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2548 op->stats.sp = op->stats.maxsp;
2761 } 2549 }
2762 op->last_sp = 0; 2550 op->last_sp = 0;
2763 } 2551 }
2764 else 2552 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2554 }
2769 else 2555 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2557 }
2774 2558
2775 /* Regenerate Grace */ 2559 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2561 if (--op->last_grace < 0)
2778 { 2562 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2563 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2564 op->stats.grace++; /* no penalty in food for regaining grace */
2565
2781 if (max_grace > 1) 2566 if (max_grace > 1)
2782 { 2567 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2568 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2569 if (over_grace > 0)
2785 { 2570 {
2813 op->stats.food += op->contr->digestion; 2598 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2599 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2600 op->stats.food = last_food;
2816 } 2601 }
2817 } 2602 }
2603
2818 if (max_hp > 1) 2604 if (max_hp > 1)
2819 { 2605 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2607 if (over_hp > 0)
2822 { 2608 {
2846 2632
2847 if (op->contr->gen_hp > 0) 2633 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2635 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637
2851 /* dms do not consume food */ 2638 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2639 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2640 op->stats.food--;
2854 } 2641 }
2855 }
2856 2642
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2643 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2644 {
2859 object *tmp, *flesh = NULL; 2645 object *tmp, *flesh = 0;
2860 2646
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2647 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2648 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2650 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2652 {
2867 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2868 manual_apply (op, tmp, 0); 2654 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2655 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2656 break;
2871 } 2657 }
2872 else if (tmp->type == FLESH) 2658 else if (tmp->type == FLESH)
2873 flesh = tmp; 2659 flesh = tmp;
2874 } /* End if paid for object */ 2660 } /* End if paid for object */
2875 } /* end of for loop */ 2661 } /* end of for loop */
2662
2876 /* If player is still starving, it means they don't have any food, so 2663 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2664 * eat flesh instead.
2878 */ 2665 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2667 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2669 manual_apply (op, flesh, 0);
2883 } 2670 }
2884 } /* end if player is starving */ 2671 }
2885 2672
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2673 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2674 op->stats.food++, op->stats.hp--;
2888 2675
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2677 kill_player (op);
2678 }
2891} 2679}
2892
2893
2894 2680
2895/* If the player should die (lack of hp, food, etc), we call this. 2681/* 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 2682 * 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 2683 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2684 * file.
3005 x = op->x; 2791 x = op->x;
3006 y = op->y; 2792 y = op->y;
3007 map = op->map; 2793 map = op->map;
3008 2794
3009 2795
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2796 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2797 * 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. 2798 * See the config.h file for a little more in depth detail about this.
3015 */ 2799 */
3016 2800
3017 /* Basically two ways to go - remove a stat permanently, or just 2801 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2802 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2803 * of death.
3020 */ 2804 */
3021#ifndef COZY_SERVER 2805#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2806 if (settings.balanced_stat_loss)
3023 { 2807 {
3024 /* If stat loss is permanent, lose one stat only. */ 2808 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2809 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2810 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2811 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2812 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2813 little bit harder. */
3030 /* GD */ 2814 /* GD */
3031 if (settings.stat_loss_on_death) 2815 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2816 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2817 else
3037 { 2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 }
2820 else
2821 {
3038 num_stats_lose = 1; 2822 num_stats_lose = 1;
3039 } 2823 }
3040 lost_a_stat = 0; 2824 lost_a_stat = 0;
3041 2825
3042 for (z = 0; z < num_stats_lose; z++) 2826 for (z = 0; z < num_stats_lose; z++)
3043 { 2827 {
3044 i = RANDOM () % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
3045 2829
3046 if (settings.stat_loss_on_death) 2830 if (settings.stat_loss_on_death)
3047 { 2831 {
3048 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2833 * what he lost.
3050 */ 2834 */
3051 change_attr_value (&(op->stats), i, -1); 2835 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2836 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2840 lost_a_stat = 1;
2841 }
2842 else
2843 {
2844 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion");
2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2850 {
2851 dep = arch_to_object (deparch);
2852 insert_ob_in_ob (dep, op);
3057 } 2853 }
3058 else 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
3059 { 2856 {
3060 /* deplete a stat */ 2857 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2858 /* Get the stat that we're about to deplete. */
3062 object *dep; 2859 this_stat = get_attr_value (&(dep->stats), i);
3063 2860 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2861 {
3067 dep = arch_to_object (deparch); 2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2863 int keep_chance = this_stat * this_stat;
3069 } 2864
3070 lose_this_stat = 1; 2865 /* 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) 2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2871 {
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; 2872 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2873 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2874 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 } 2875 }
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 */ 2876 else
3112 if (this_stat >= -50)
3113 { 2877 {
3114 change_attr_value (&(dep->stats), i, -1); 2878 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; 2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2883 }
3120 } 2884 }
3121 } 2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2890 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a
2894 * difference.
2895 */
2896 if (this_stat >= -50)
2897 {
2898 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats ();
2902 lost_a_stat = 1;
2903 }
3122 } 2904 }
2905 }
2906 }
3123 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2908 if (!lost_a_stat)
3125 { 2909 {
3126 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2911 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2912 const char *god = determine_god (op);
3129 2913
3130 if (god && (strcmp (god, "none"))) 2914 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); 2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2916 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2918 }
3135#else 2919#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2921#endif
3138 2922
3139 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2924 * exp loss on the stone.
3141 */ 2925 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2928 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2930 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); 2931 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; 2932 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2933 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2935
3152 /**************************************/ 2936 /**************************************/
3153 /* */ 2937 /* */
3154 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
3157 /* */ 2941 /* */
3158 /**************************************/ 2942 /**************************************/
3159 2943
3160 /* remove any poisoning and confusion the character may be suffering. */ 2944 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2945 /* restore player */
3162 at = archetype::find ("poisoning"); 2946 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
3164 2948
3165 if (tmp) 2949 if (tmp)
3166 { 2950 {
3167 tmp->destroy (); 2951 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2953 }
3170 2954
3171 at = archetype::find ("confusion"); 2955 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2957 if (tmp)
3174 { 2958 {
3175 tmp->destroy (); 2959 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2961 }
3178 2962
3179 cure_disease (op, 0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
3180 2964
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2966 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2967 if (op->stats.food < 100)
3184 op->stats.food = 900; 2968 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2972
3189 /* 2973 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2974 * 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 2975 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2976 * in the map.
3193 */ 2977 */
3194 2978
3195 if (is_in_shop (op)) 2979 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
3197 2981
3198 /****************************************/ 2982 /****************************************/
3199 /* */ 2983 /* */
3200 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
3202 /* */ 2986 /* */
3203 /****************************************/ 2987 /****************************************/
3204 2988
3205 enter_player_savebed (op); 2989 enter_player_savebed (op);
3206 2990
3207 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
3208 * chance of abuse. 2992 * chance of abuse.
3209 */ 2993 */
3210 op->contr->braced = 0; 2994 op->contr->braced = 0;
3211 save_player (op, 1); 2995 op->contr->save ();
3212 2996
3213 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 3000 * on the space that might harm the player.
3217 */ 3001 */
3218 will_kill_again = 0; 3002 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
3222 3006
3223 if (will_kill_again) 3007 if (will_kill_again)
3224 { 3008 {
3225 object *force; 3009 object *force;
3226 int at; 3010 int at;
3227 3011
3228 force = get_archetype (FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 3014 force->speed = 0.1;
3231 force->speed_left = -5.0; 3015 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 3017 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 3019 force->resist[at] = 100;
3236 3020
3237 insert_ob_in_ob (force, op); 3021 insert_ob_in_ob (force, op);
3238 fix_player (op); 3022 op->update_stats ();
3239 3023
3240 } 3024 }
3241 3025
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3026 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} 3027}
3311
3312 3028
3313void 3029void
3314loot_object (object *op) 3030loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 3031{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 3032 object *tmp, *tmp2, *next;
3317 3033
3318 if (op->container) 3034 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 3035 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 3036
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 3037 for (tmp = op->inv; tmp; tmp = next)
3324 { 3038 {
3325 next = tmp->below; 3039 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 3040
3041 if (tmp->invisible)
3327 continue; 3042 continue;
3043
3328 tmp->remove (); 3044 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3046 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3047 { /* empty container to ground */
3332 loot_object (tmp); 3048 loot_object (tmp);
3354 */ 3070 */
3355 3071
3356void 3072void
3357fix_weight (void) 3073fix_weight (void)
3358{ 3074{
3359 player *pl;
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next) 3075 for (player *pl = first_player; pl; pl = pl->next)
3362 { 3076 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3078
3365 if (old == sum) 3079 if (old == sum)
3366 continue; 3080 continue;
3367 fix_player (pl->ob); 3081 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3083 }
3370} 3084}
3371 3085
3372void 3086void
3373fix_luck (void) 3087fix_luck (void)
3374{ 3088{
3375 player *pl;
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next) 3089 for (player *pl = first_player; pl; pl = pl->next)
3378 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3091 pl->ob->change_luck (0);
3380} 3092}
3381
3382 3093
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3386 */ 3097 */
3387
3388void 3098void
3389cast_dust (object *op, object *throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3390{ 3100{
3391 object *skop, *spob; 3101 object *skop, *spob;
3392 3102
3437 object *tmp = NULL; 3147 object *tmp = NULL;
3438 3148
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3150 return 1;
3441 3151
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; 3152 return 0;
3448} 3153}
3449 3154
3450/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3566 if (mflags & P_OUT_OF_MAP) 3271 if (mflags & P_OUT_OF_MAP)
3567 continue; 3272 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3274 continue;
3570 3275
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3277 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3279 return 1;
3575 else if (tmp->type == PLAYER) 3280 else if (tmp->type == PLAYER)
3576 { 3281 {
3630 3335
3631 /* only the viewable area the player sees is updated by LOS 3336 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3337 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3338 * for any meaningful values.
3634 */ 3339 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3343 return 1;
3639 op = op->more; 3344 op = op->more;
3640 } 3345 }
3641 return 0; 3346 return 0;
3642} 3347}
3828 { 3533 {
3829 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3535 object *skin;
3831 3536
3832 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3538 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); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540 ;
3541
3834 if (skin == NULL) 3542 if (!skin)
3835 return; 3543 return;
3836 3544
3837 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3547 {

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