ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.41 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.62 by root, Mon Dec 25 11:25:49 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 for_all_players (pl)
42
43 for (pl = first_player; pl != NULL; pl = pl->next)
44 {
45 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
46 return pl; 41 return pl;
47 }; 42
48 return NULL; 43 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} 44}
76 45
77void 46void
78display_motd (const object *op) 47display_motd (const object *op)
79{ 48{
83 int comp; 52 int comp;
84 int size; 53 int size;
85 54
86 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 {
89 return; 57 return;
90 } 58
91 motd[0] = '\0'; 59 motd[0] = '\0';
92 size = 0; 60 size = 0;
61
93 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
94 { 63 {
95 if (*buf == '#') 64 if (*buf == '#')
96 continue; 65 continue;
66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
98 size += strlen (buf); 68 size += strlen (buf);
99 } 69 }
70
100 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
101 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
102} 73}
103 74
104void 75void
110 int comp; 81 int comp;
111 int size; 82 int size;
112 83
113 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 {
116 return; 86 return;
117 } 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
90
120 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
121 { 92 {
122 if (*buf == '#') 93 if (*buf == '#')
123 continue; 94 continue;
95
124 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
125 { 97 {
126 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
127 break; 99 break;
128 } 100 }
101
129 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
130 size += strlen (buf); 103 size += strlen (buf);
131 } 104 }
105
132 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
133 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
134} 108}
135 109
136void 110void
144 int size; 118 int size;
145 119
146 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
147 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
148 return; 122 return;
123
149 news[0] = '\0'; 124 news[0] = '\0';
150 subject[0] = '\0'; 125 subject[0] = '\0';
151 size = 0; 126 size = 0;
127
152 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
153 { 129 {
154 if (*buf == '#') 130 if (*buf == '#')
155 continue; 131 continue;
132
156 if (*buf == '%') 133 if (*buf == '%')
157 { /* send one news */ 134 { /* send one news */
158 if (size > 0) 135 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 */ 136 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); 137 strcpy (subject, buf + 1);
177 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 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); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
179 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
180} 157}
181 158
182int 159/* This loads the first map an puts the player on it. */
183playername_ok (const char *cp) 160static void
161set_first_map (object *op)
184{ 162{
185 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
186 if (*cp == '-' || *cp == '_') 164 op->x = -1;
187 return 0; 165 op->y = -1;
188 166 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} 167}
194 168
195/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
196 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
197 * Caller is responsible for setting the correct map. 171void
198 */ 172player::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{ 173{
209 object *op = arch_to_object (get_player_archetype (0)); 174 this->ns = ns;
210 int i; 175 ns->pl = this;
211 176
212 /* Clears basically the entire player structure except 177 next = first_player;
213 * for next and socket. 178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
214 */ 206 */
215 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
216 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 if (!ns)
256 return;
257
258 //TODO: don't be so harsh and destroy :)
259 destroy ();
260
261 ns->pl = 0;
262 ns = 0;
263}
264
265// the need for this function can be explained
266// by load_object not returning the object
267void
268player::set_object (object *op)
269{
270 ob = op;
271 ob->contr = this; /* this aren't yet in archetype */
272
273 ob->speed_left = 0.5;
274 ob->speed = 1.0;
275 ob->direction = 5; /* So player faces south */
276 ob->stats.wc = 2;
277 ob->run_away = 25; /* Then we panick... */
278
279 set_first_map (ob);
280
281 ob->roll_stats ();
282}
283
284player::player ()
285{
217 /* There are some elements we want initialized to non zero value - 286 /* There are some elements we want initialized to non zero value -
218 * we deal with that below this point. 287 * we deal with that below this point.
219 */ 288 */
220 p->party = NULL;
221 p->outputs_sync = 16; /* Every 2 seconds */ 289 outputs_sync = 16; /* Every 2 seconds */
222 p->outputs_count = 8; /* Keeps present behaviour */ 290 outputs_count = 8; /* Keeps present behaviour */
223 p->unapply = unapply_nochoice; 291 unapply = unapply_nochoice;
224 p->Swap_First = -1;
225 292
226#ifdef AUTOSAVE
227 p->last_save_tick = 9999999;
228#endif
229
230 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 293 assign (savebed_map, first_map_path); /* Init. respawn position */
231 294
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; 295 gen_sp_armour = 10;
250 p->last_speed = -1; 296 last_speed = -1;
251 p->shoottype = range_none; 297 shoottype = range_none;
252 p->bowtype = bow_normal; 298 bowtype = bow_normal;
253 p->petmode = pet_normal; 299 petmode = pet_normal;
254 p->listening = 10; 300 listening = 10;
255 p->usekeys = containers; 301 usekeys = containers;
256 p->last_weapon_sp = -1; 302 last_weapon_sp = -1;
257 p->peaceful = 1; /* default peaceful */ 303 peaceful = 1; /* default peaceful */
258 p->do_los = 1; 304 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);
266 305
267 /* we need to clear these to -1 and not zero - otherwise, 306 /* we need to clear these to -1 and not zero - otherwise,
268 * if a player quits and starts a new character, we wont 307 * if a player quits and starts a new character, we wont
269 * send new values to the client, as things like exp start 308 * send new values to the client, as things like exp start
270 * at zero. 309 * at zero.
271 */ 310 */
272 for (i = 0; i < NUM_SKILLS; i++) 311 for (int i = 0; i < NUM_SKILLS; i++)
273 {
274 p->last_skill_exp[i] = -1; 312 last_skill_exp[i] = -1;
275 p->last_skill_ob[i] = NULL;
276 }
277 313
278 for (i = 0; i < NROFATTACKS; i++) 314 for (int i = 0; i < NROFATTACKS; i++)
279 p->last_resist[i] = -1; 315 last_resist[i] = -1;
280 316
281 p->last_stats.exp = -1; 317 last_stats.exp = -1;
282 p->last_weight = (uint32) - 1; 318 last_weight = (uint32) - 1;
283
284 p->socket->update_look = 0;
285 p->socket->look_position = 0;
286
287 return p;
288} 319}
289 320
290/* This loads the first map an puts the player on it. */ 321void
291static void 322player::do_destroy ()
292set_first_map (object *op)
293{ 323{
294 strcpy (op->contr->maplevel, first_map_path); 324 attachable::do_destroy ();
295 op->x = -1;
296 op->y = -1;
297 enter_exit (op, NULL);
298}
299 325
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob)
349 ob->destroy (true);
350
351 if (ns)
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy ();
357 }
358
359 attachable::do_destroy ();
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
300/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
302 * mode. 370 * mode.
303 */ 371 */
304 372player *
305int 373player::create ()
306add_player (client_socket *ns)
307{ 374{
308 player *p = new player; 375 player *pl = new player;
309 376
310 p->socket = ns; 377 pl->set_object (arch_to_object (get_player_archetype (0)));
311 ns->pl = p;
312 378
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; 379 return pl;
328} 380}
329 381
330/* 382/*
331 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
332 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
341 { 393 {
342 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
343 at = first_archetype; 395 at = first_archetype;
344 else 396 else
345 at = at->next; 397 at = at->next;
398
346 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
347 return at; 400 return at;
401
348 if (at == start) 402 if (at == start)
349 { 403 {
350 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
351 exit (-1); 405 exit (-1);
352 } 406 }
353 } 407 }
354} 408}
355 409
356
357object * 410object *
358get_nearest_player (object *mon) 411get_nearest_player (object *mon)
359{ 412{
360 object *op = NULL; 413 object *op = NULL;
361 player *pl = NULL;
362 objectlink *ol; 414 objectlink *ol;
363 unsigned lastdist; 415 unsigned lastdist;
364 rv_vector rv; 416 rv_vector rv;
365 417
366 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 { 450 {
399 op = ol->ob; 451 op = ol->ob;
400 lastdist = rv.distance; 452 lastdist = rv.distance;
401 } 453 }
402 } 454 }
403 for (pl = first_player; pl != NULL; pl = pl->next) 455
404 { 456 for_all_players (pl)
405 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
406 {
407
408 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
409 { 459 {
410 op = pl->ob; 460 op = pl->ob;
411 lastdist = rv.distance; 461 lastdist = rv.distance;
412 } 462 }
413 } 463
414 }
415#if 0 464#if 0
416 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 466#endif
418 return op; 467 return op;
419} 468}
437 * circling behaviour. Unfortunately, this function is also used to determined 486 * 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 487 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 488 * is probably not a good thing.
440 */ 489 */
441#define MAX_SPACES 50 490#define MAX_SPACES 50
442
443 491
444/* 492/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * 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 494 * 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 495 * player and if path is blocked then see if blockage is close enough to player that
686 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
687 link_player_skills (pl); 735 link_player_skills (pl);
688} 736}
689 737
690void 738void
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) 739get_party_password (object *op, partylist *party)
775{ 740{
776 if (party == NULL) 741 if (party == NULL)
777 { 742 {
778 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
779 return; 744 return;
780 } 745 }
746
781 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
782 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
783 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
784 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
785} 751}
786
787 752
788/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
789int 754static int
790roll_stat (void) 755roll_stat (void)
791{ 756{
792 int a[4], i, j, k; 757 int a[4], i, j, k;
793 758
794 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
797 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
798 if (a[i] < k) 763 if (a[i] < k)
799 k = a[i], j = i; 764 k = a[i], j = i;
800 765
801 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
802 {
803 if (i != j) 767 if (i != j)
804 k += a[i]; 768 k += a[i];
805 } 769
806 return k; 770 return k;
807} 771}
808 772
809void 773void
810roll_stats (object *op) 774object::roll_stats ()
811{ 775{
812 int sum = 0;
813 int i = 0, j = 0;
814 int statsort[7]; 776 int statsort [7];
815 777
816 do 778 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 } 779 {
827 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
828 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
829 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
830 statsort[0] = op->stats.Str; 789 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;
837 790
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]; 791 stats.Str = statsort[0];
856 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
857 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
858 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
859 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
860 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
861 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
862 798
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; 799 stats.exp = 0;
874 op->stats.ac = 0; 800 stats.ac = 0;
875 801
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; 802 stats.hp = stats.maxhp;
882 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
883 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
884 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
885} 814}
886 815
887void 816void
888Roll_Again (object *op) 817object::swap_stats (int a, int b)
889{ 818{
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); 819 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)); 820 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); 821 set_attr_value (&contr->orig_stats, b, tmp);
914 822
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; 823 stats.Str = contr->orig_stats.Str;
918 op->stats.Dex = op->contr->orig_stats.Dex; 824 stats.Dex = contr->orig_stats.Dex;
919 op->stats.Con = op->contr->orig_stats.Con; 825 stats.Con = contr->orig_stats.Con;
920 op->stats.Int = op->contr->orig_stats.Int; 826 stats.Int = contr->orig_stats.Int;
921 op->stats.Wis = op->contr->orig_stats.Wis; 827 stats.Wis = contr->orig_stats.Wis;
922 op->stats.Pow = op->contr->orig_stats.Pow; 828 stats.Pow = contr->orig_stats.Pow;
923 op->stats.Cha = op->contr->orig_stats.Cha; 829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
924 op->stats.ac = 0; 833 stats.ac = 0;
925 834
926 op->level = 1; 835 level = 1;
927 op->stats.exp = 0; 836 stats.exp = 0;
928 op->stats.ac = 0; 837 stats.ac = 0;
929 838
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; 839 stats.hp = stats.maxhp;
936 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
937 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
938 op->contr->orig_stats = op->stats; 849 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 { 850 }
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} 851}
1016 852
1017/* This function takes the key that is passed, and does the 853/* This function takes the key that is passed, and does the
1018 * appropriate action with it (change race, or other things). 854 * appropriate action with it (change race, or other things).
1019 * The function name is for historical reasons - now we have 855 * The function name is for historical reasons - now we have
1020 * separate race and class; this actually changes the RACE, 856 * separate race and class; this actually changes the RACE,
1021 * not the class. 857 * not the class.
1022 */ 858 */
1023
1024int 859int
1025key_change_class (object *op, char key) 860key_change_class (object *op, char key)
1026{ 861{
1027 int tmp_loop; 862 int tmp_loop;
1028 863
1029 if (key == 'q' || key == 'Q')
1030 {
1031 op->remove ();
1032 play_again (op);
1033 return 0;
1034 }
1035 if (key == 'd' || key == 'D') 864 if (key == 'd' || key == 'D')
1036 { 865 {
1037 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
1038 867
1039 /* this must before then initial items are given */ 868 /* this must before then initial items are given */
1044 create_treasure (tl, op, 0, 0, 0); 873 create_treasure (tl, op, 0, 0, 0);
1045 874
1046 INVOKE_PLAYER (BIRTH, op->contr); 875 INVOKE_PLAYER (BIRTH, op->contr);
1047 INVOKE_PLAYER (LOGIN, op->contr); 876 INVOKE_PLAYER (LOGIN, op->contr);
1048 877
1049 op->contr->state = ST_PLAYING; 878 op->contr->ns->state = ST_PLAYING;
1050 879
1051 if (op->msg) 880 if (op->msg)
1052 op->msg = NULL; 881 op->msg = NULL;
1053 882
1054 /* We create this now because some of the unique maps will need it 883 /* We create this now because some of the unique maps will need it
1063 start_info (op); 892 start_info (op);
1064 CLEAR_FLAG (op, FLAG_WIZ); 893 CLEAR_FLAG (op, FLAG_WIZ);
1065 give_initial_items (op, op->randomitems); 894 give_initial_items (op, op->randomitems);
1066 link_player_skills (op); 895 link_player_skills (op);
1067 esrv_send_inventory (op, op); 896 esrv_send_inventory (op, op);
1068 fix_player (op); 897 op->update_stats ();
1069 898
1070 /* This moves the player to a different start map, if there 899 /* This moves the player to a different start map, if there
1071 * is one for this race 900 * is one for this race
1072 */ 901 */
1073 if (*first_map_ext_path) 902 if (*first_map_ext_path)
1084 * if the map isn't there, then stay on the 913 * if the map isn't there, then stay on the
1085 * default initial map */ 914 * default initial map */
1086 tmp->destroy (); 915 tmp->destroy ();
1087 } 916 }
1088 else 917 else
1089 {
1090 LOG (llevDebug, "first_map_ext_path not set\n"); 918 LOG (llevDebug, "first_map_ext_path not set\n");
1091 } 919
1092 return 0; 920 return 0;
1093 } 921 }
1094 922
1095 /* Following actually changes the race - this is the default command 923 /* Following actually changes the race - this is the default command
1096 * if we don't match with one of the options above. 924 * if we don't match with one of the options above.
1100 while (!tmp_loop) 928 while (!tmp_loop)
1101 { 929 {
1102 shstr name = op->name; 930 shstr name = op->name;
1103 int x = op->x, y = op->y; 931 int x = op->x, y = op->y;
1104 932
1105 remove_statbonus (op); 933 op->remove_statbonus ();
1106 op->remove (); 934 op->remove ();
1107 op->arch = get_player_archetype (op->arch); 935 op->arch = get_player_archetype (op->arch);
1108 op->arch->clone.copy_to (op); 936 op->arch->clone.copy_to (op);
1109 op->instantiate (); 937 op->instantiate ();
1110 op->stats = op->contr->orig_stats; 938 op->stats = op->contr->orig_stats;
1112 op->x = x; 940 op->x = x;
1113 op->y = y; 941 op->y = y;
1114 SET_ANIMATION (op, 2); /* So player faces south */ 942 SET_ANIMATION (op, 2); /* So player faces south */
1115 insert_ob_in_map (op, op->map, op, 0); 943 insert_ob_in_map (op, op->map, op, 0);
1116 assign (op->contr->title, op->arch->clone.name); 944 assign (op->contr->title, op->arch->clone.name);
1117 add_statbonus (op); 945 op->add_statbonus ();
1118 tmp_loop = allowed_class (op); 946 tmp_loop = allowed_class (op);
1119 } 947 }
1120 948
1121 update_object (op, UP_OBJ_FACE); 949 update_object (op, UP_OBJ_FACE);
1122 esrv_update_item (UPD_FACE, op, op); 950 esrv_update_item (UPD_FACE, op, op);
1123 fix_player (op); 951 op->update_stats ();
1124 op->stats.hp = op->stats.maxhp; 952 op->stats.hp = op->stats.maxhp;
1125 op->stats.sp = op->stats.maxsp; 953 op->stats.sp = op->stats.maxsp;
1126 op->stats.grace = 0; 954 op->stats.grace = 0;
1127 955
1128 if (op->msg) 956 if (op->msg)
1129 new_draw_info (NDI_BLUE, 0, op, op->msg); 957 new_draw_info (NDI_BLUE, 0, op, op->msg);
1130 958
1131 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 959 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; 960 return 0;
1133} 961}
1134 962
1135int 963int
1136key_confirm_quit (object *op, char key) 964key_confirm_quit (object *op, char key)
1137{ 965{
1138 char buf[MAX_BUF];
1139
1140 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1141 { 967 {
1142 op->contr->state = ST_PLAYING; 968 op->contr->ns->state = ST_PLAYING;
1143 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1144 return 1; 970 return 1;
1145 } 971 }
1146 972
1147 INVOKE_PLAYER (LOGOUT, op->contr); 973 INVOKE_PLAYER (LOGOUT, op->contr);
1152 op->direction = 0; 978 op->direction = 0;
1153 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1154 980
1155 strcpy (op->contr->killer, "quit"); 981 strcpy (op->contr->killer, "quit");
1156 check_score (op); 982 check_score (op);
1157 op->contr->party = NULL; 983 op->contr->party = 0;
1158 if (settings.set_title == TRUE)
1159 op->contr->own_title[0] = '\0'; 984 op->contr->own_title[0] = '\0';
1160 985
1161 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 986 object_ptr ob = op;
1162 {
1163 maptile *mp, *next;
1164 987
988 delete ob->contr;
989
1165 /* We need to hunt for any per player unique maps in memory and 990 /* 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, 991 * 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 992 * so that players named 'Ab' won't match against players 'Abe' pathname
1168 */ 993 */
994 char buf[MAX_BUF];
1169 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1170 for (mp = first_map; mp != NULL; mp = next) 996
1171 { 997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
1172 next = mp->next; 999 next = mp->next;
1000
1173 if (!strncmp (mp->path, buf, strlen (buf))) 1001 if (!strncmp (mp->path, buf, strlen (buf)))
1174 delete_map (mp); 1002 delete_map (mp);
1175 } 1003 }
1176 1004
1177 delete_character (op->name, 1); 1005 delete_character (ob->name, 1);
1178 }
1179 1006
1180 play_again (op);
1181 return 1; 1007 return 1;
1182} 1008}
1183 1009
1184void 1010void
1185flee_player (object *op) 1011flee_player (object *op)
1216 { 1042 {
1217 op->enemy = NULL; 1043 op->enemy = NULL;
1218 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1219 return; 1045 return;
1220 } 1046 }
1047
1221 get_rangevector (op, op->enemy, &rv, 0); 1048 get_rangevector (op, op->enemy, &rv, 0);
1222 1049
1223 dir = absdir (4 + rv.direction); 1050 dir = absdir (4 + rv.direction);
1224 for (diff = 0; diff < 3; diff++) 1051 for (diff = 0; diff < 3; diff++)
1225 { 1052 {
1226 int m = 1 - (RANDOM () & 2); 1053 int m = 1 - (RANDOM () & 2);
1227 1054
1228 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1055 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1229 {
1230 return; 1056 return;
1231 }
1232 } 1057 }
1058
1233 /* Cornered, get rid of scared */ 1059 /* Cornered, get rid of scared */
1234 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1235 op->enemy = NULL; 1061 op->enemy = NULL;
1236} 1062}
1237 1063
1323 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1149 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)))); 1150 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1325 else 1151 else
1326 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1152 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)))); 1153 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1154
1328 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1155 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 } 1156 }
1157
1359 /* philosophy: 1158 /* philosophy:
1360 * It's easy to grab an item type from a pile, as long as it's 1159 * 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 1160 * generic. This takes no game-time. For more detailed pickups
1362 * and selections, select-items shoul dbe used. This is a 1161 * and selections, select-items should be used. This is a
1363 * grab-as-you-run type mode that's really useful for arrows for 1162 * grab-as-you-run type mode that's really useful for arrows for
1364 * example. 1163 * example.
1365 * The drawback: right now it has no frontend, so you need to 1164 * 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 1165 * stick the bits you want into a calculator in hex mode and then
1367 * convert to decimal and then 'pickup <#> 1166 * convert to decimal and then 'pickup <#>
1793 if (!dir) 1592 if (!dir)
1794 { 1593 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1594 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1796 return 0; 1595 return 0;
1797 } 1596 }
1597
1798 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1799 bow = op->contr->ranges[range_bow]; 1599 bow = op->contr->ranges[range_bow];
1800 else 1600 else
1801 { 1601 {
1802 for (bow = op->inv; bow; bow = bow->below) 1602 for (bow = op->inv; bow; bow = bow->below)
1810 { 1610 {
1811 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1611 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1812 return 0; 1612 return 0;
1813 } 1613 }
1814 } 1614 }
1615
1815 if (!bow->race || !bow->skill) 1616 if (!bow->race || !bow->skill)
1816 { 1617 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1818 return 0; 1619 return 0;
1819 } 1620 }
1821 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1622 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1822 1623
1823 /* penalize ROF for bestarrow */ 1624 /* penalize ROF for bestarrow */
1824 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1625 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1825 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1626 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1627
1826 if (bowspeed < 1) 1628 if (bowspeed < 1)
1827 bowspeed = 1; 1629 bowspeed = 1;
1828 1630
1829 if (arrow == NULL) 1631 if (arrow == NULL)
1830 { 1632 {
1836 else 1638 else
1837 CLEAR_FLAG (op, FLAG_READY_BOW); 1639 CLEAR_FLAG (op, FLAG_READY_BOW);
1838 return 0; 1640 return 0;
1839 } 1641 }
1840 } 1642 }
1643
1841 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1644 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1842 if (mflags & P_OUT_OF_MAP) 1645 if (mflags & P_OUT_OF_MAP)
1843 {
1844 return 0; 1646 return 0;
1845 } 1647
1846 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1648 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1847 { 1649 {
1848 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1849 return 0; 1651 return 0;
1850 } 1652 }
1856 return 0; 1658 return 0;
1857 } 1659 }
1858 1660
1859 left = arrow; /* these are arrows left to the player */ 1661 left = arrow; /* these are arrows left to the player */
1860 arrow = get_split_ob (arrow, 1); 1662 arrow = get_split_ob (arrow, 1);
1861 if (arrow == NULL) 1663 if (!arrow)
1862 { 1664 {
1863 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1665 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1864 return 0; 1666 return 0;
1865 } 1667 }
1668
1866 arrow->set_owner (op); 1669 arrow->set_owner (op);
1867 arrow->skill = bow->skill; 1670 arrow->skill = bow->skill;
1868 1671
1869 arrow->direction = dir; 1672 arrow->direction = dir;
1870 arrow->x = sx; 1673 arrow->x = sx;
1871 arrow->y = sy; 1674 arrow->y = sy;
1872 1675
1873 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1874 { 1677 {
1875 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1876 fix_player (op); 1679 op->update_stats ();
1877 } 1680 }
1878 1681
1879 SET_ANIMATION (arrow, arrow->direction); 1682 SET_ANIMATION (arrow, arrow->direction);
1880 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1683 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1881 arrow->stats.hp = arrow->stats.dam; 1684 arrow->stats.hp = arrow->stats.dam;
1913 } 1716 }
1914 1717
1915 if (arrow->attacktype == AT_PHYSICAL) 1718 if (arrow->attacktype == AT_PHYSICAL)
1916 arrow->attacktype |= bow->attacktype; 1719 arrow->attacktype |= bow->attacktype;
1917 1720
1918 if (bow->slaying != NULL) 1721 if (bow->slaying)
1919 arrow->slaying = bow->slaying; 1722 arrow->slaying = bow->slaying;
1920 1723
1921 arrow->map = m; 1724 arrow->map = m;
1922 arrow->move_type = MOVE_FLY_LOW; 1725 arrow->move_type = MOVE_FLY_LOW;
1923 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2039 CLEAR_FLAG (item, FLAG_ANIMATE); 1842 CLEAR_FLAG (item, FLAG_ANIMATE);
2040 item->face = item->arch->clone.face; 1843 item->face = item->arch->clone.face;
2041 item->speed = 0; 1844 item->speed = 0;
2042 update_ob_speed (item); 1845 update_ob_speed (item);
2043 } 1846 }
2044 if ((tmp = is_player_inv (item))) 1847 if ((tmp = item->in_player ()))
2045 esrv_update_item (UPD_ANIM, tmp, item); 1848 esrv_update_item (UPD_ANIM, tmp, item);
2046 } 1849 }
2047 } 1850 }
2048 else if (item->type == ROD || item->type == HORN) 1851 else if (item->type == ROD || item->type == HORN)
2049 { 1852 {
2199 * 0 otherwise 2002 * 0 otherwise
2200 */ 2003 */
2201static int 2004static int
2202player_attack_door (object *op, object *door) 2005player_attack_door (object *op, object *door)
2203{ 2006{
2204
2205 /* If its a door, try to find a use a key. If we do destroy the door, 2007 /* 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 - 2008 * might as well return immediately as there is nothing more to do -
2207 * otherwise, we fall through to the rest of the code. 2009 * otherwise, we fall through to the rest of the code.
2208 */ 2010 */
2209 object *key = find_key (op, op, door); 2011 object *key = find_key (op, op, door);
2247 * It should keep the code cleaner. 2049 * It should keep the code cleaner.
2248 * When this is called, the players direction has been updated 2050 * When this is called, the players direction has been updated
2249 * (taking into account confusion.) The player is also actually 2051 * (taking into account confusion.) The player is also actually
2250 * going to try and move (not fire weapons). 2052 * going to try and move (not fire weapons).
2251 */ 2053 */
2252
2253void 2054void
2254move_player_attack (object *op, int dir) 2055move_player_attack (object *op, int dir)
2255{ 2056{
2256 object *tmp, *mon; 2057 object *tmp, *mon;
2257 sint16 nx, ny; 2058 sint16 nx, ny;
2259 maptile *m; 2060 maptile *m;
2260 2061
2261 nx = freearr_x[dir] + op->x; 2062 nx = freearr_x[dir] + op->x;
2262 ny = freearr_y[dir] + op->y; 2063 ny = freearr_y[dir] + op->y;
2263 2064
2264 on_battleground = op_on_battleground (op, NULL, NULL); 2065 on_battleground = op_on_battleground (op, 0, 0);
2265 2066
2266 /* If braced, or can't move to the square, and it is not out of the 2067 /* 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 2068 * 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 2069 * 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 2070 * player. This is a pretty nasty hack, because if we could
2281 return; /* Don't think this should happen */ 2082 return; /* Don't think this should happen */
2282 } 2083 }
2283 else 2084 else
2284 m = op->map; 2085 m = op->map;
2285 2086
2286 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2287 { 2088 {
2288 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2289 return; 2090 return;
2290 } 2091 }
2291 2092
2292 mon = NULL; 2093 mon = 0;
2293 /* Go through all the objects, and find ones of interest. Only stop if 2094 /* 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. 2095 * 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 2096 * if its a door or barrel (can roll) see if there may be monsters
2296 * on the space 2097 * on the space
2297 */ 2098 */
2298 while (tmp != NULL) 2099 while (tmp)
2299 { 2100 {
2300 if (tmp == op) 2101 if (tmp == op)
2301 { 2102 {
2302 tmp = tmp->above; 2103 tmp = tmp->above;
2303 continue; 2104 continue;
2313 mon = tmp; 2114 mon = tmp;
2314 2115
2315 tmp = tmp->above; 2116 tmp = tmp->above;
2316 } 2117 }
2317 2118
2318 if (mon == NULL) /* This happens anytime the player tries to move */ 2119 if (!mon) /* This happens anytime the player tries to move */
2319 return; /* into a wall */ 2120 return; /* into a wall */
2320 2121
2321 if (mon->head != NULL) 2122 if (mon->head)
2322 mon = mon->head; 2123 mon = mon->head;
2323 2124
2324 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2125 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2325 if (player_attack_door (op, mon)) 2126 if (player_attack_door (op, mon))
2326 return; 2127 return;
2363 * attack them either. 2164 * attack them either.
2364 */ 2165 */
2365 if ((mon->type == PLAYER || mon->enemy != op) && 2166 if ((mon->type == PLAYER || mon->enemy != op) &&
2366 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2167 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2367#ifdef PROHIBIT_PLAYERKILL 2168#ifdef PROHIBIT_PLAYERKILL
2368 (op->contr->peaceful 2169 (op->contr->peaceful
2369 || (mon->type == PLAYER 2170 || (mon->type == PLAYER
2370 && mon->contr-> 2171 && mon->contr->
2371 peaceful)) && 2172 peaceful)) &&
2372#else 2173#else
2373 op->contr->peaceful && 2174 op->contr->peaceful &&
2374#endif 2175#endif
2375 !on_battleground)) 2176 !on_battleground))
2376 { 2177 {
2377 if (!op->contr->braced) 2178 if (!op->contr->braced)
2378 { 2179 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2180 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2380 (void) push_ob (mon, dir, op); 2181 (void) push_ob (mon, dir, op);
2381 } 2182 }
2382 else 2183 else
2383 {
2384 new_draw_info (0, 0, op, "You withhold your attack"); 2184 new_draw_info (0, 0, op, "You withhold your attack");
2385 } 2185
2386 if (op->contr->tmp_invis || op->hide) 2186 if (op->contr->tmp_invis || op->hide)
2387 make_visible (op); 2187 make_visible (op);
2388 } 2188 }
2389 2189
2390 /* If the object is a boulder or other rollable object, then 2190 /* If the object is a boulder or other rollable object, then
2418 op->speed_left += op->speed / op->contr->weapon_sp; 2218 op->speed_left += op->speed / op->contr->weapon_sp;
2419 2219
2420 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2220 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2421 } 2221 }
2422 2222
2423 skill_attack (mon, op, 0, NULL, NULL); 2223 skill_attack (mon, op, 0, 0, 0);
2424 2224
2425 /* If attacking another player, that player gets automatic 2225 /* If attacking another player, that player gets automatic
2426 * hitback, and doesn't loose luck either. 2226 * hitback, and doesn't loose luck either.
2427 * Disable hitback on the battleground or if the target is 2227 * Disable hitback on the battleground or if the target is
2428 * the wiz. 2228 * the wiz.
2430 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2230 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2431 { 2231 {
2432 short luck = mon->stats.luck; 2232 short luck = mon->stats.luck;
2433 2233
2434 mon->contr->has_hit = 1; 2234 mon->contr->has_hit = 1;
2435 skill_attack (op, mon, 0, NULL, NULL); 2235 skill_attack (op, mon, 0, 0, 0);
2436 mon->stats.luck = luck; 2236 mon->stats.luck = luck;
2437 } 2237 }
2238
2438 if (action_makes_visible (op)) 2239 if (action_makes_visible (op))
2439 make_visible (op); 2240 make_visible (op);
2440 } 2241 }
2441 } /* if player should attack something */ 2242 } /* if player should attack something */
2442} 2243}
2477 2278
2478 /* Add special check for newcs players and fire on - this way, the 2279 /* Add special check for newcs players and fire on - this way, the
2479 * server can handle repeat firing. 2280 * server can handle repeat firing.
2480 */ 2281 */
2481 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2282 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2482 {
2483 op->direction = dir; 2283 op->direction = dir;
2484 }
2485 else 2284 else
2486 {
2487 op->direction = 0; 2285 op->direction = 0;
2488 } 2286
2489 /* Update how the player looks. Use the facing, so direction may 2287 /* Update how the player looks. Use the facing, so direction may
2490 * get reset to zero. This allows for full animation capabilities 2288 * get reset to zero. This allows for full animation capabilities
2491 * for players. 2289 * for players.
2492 */ 2290 */
2493 animate_object (op, op->facing); 2291 animate_object (op, op->facing);
2545 2343
2546 /* call this here - we also will call this in do_ericserver, but 2344 /* call this here - we also will call this in do_ericserver, but
2547 * the players time has been increased when doericserver has been 2345 * the players time has been increased when doericserver has been
2548 * called, so we recheck it here. 2346 * called, so we recheck it here.
2549 */ 2347 */
2550 HandleClient (op->contr->socket, op->contr); 2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2349 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2350 ;
2351
2551 if (op->speed_left < 0) 2352 if (op->speed_left < 0)
2552 return 0; 2353 return 0;
2553 2354
2554 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2355 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2555 { 2356 {
2592 op->stats.hp = op->stats.maxhp; 2393 op->stats.hp = op->stats.maxhp;
2593 2394
2594 if (op->stats.food < 0) 2395 if (op->stats.food < 0)
2595 op->stats.food = 999; 2396 op->stats.food = 999;
2596 2397
2597 fix_player (op); 2398 op->update_stats ();
2598 return 1; 2399 return 1;
2599 } 2400 }
2600 2401
2601 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2402 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2602 CLEAR_FLAG (op, FLAG_LIFESAVE); 2403 CLEAR_FLAG (op, FLAG_LIFESAVE);
2632 remove_unpaid_objects (op->inv, env); 2433 remove_unpaid_objects (op->inv, env);
2633 2434
2634 op = next; 2435 op = next;
2635 } 2436 }
2636} 2437}
2637
2638 2438
2639/* 2439/*
2640 * Returns pointer a static string containing gravestone text 2440 * Returns pointer a static string containing gravestone text
2641 * Moved from apply.c to player.c - player.c is what 2441 * Moved from apply.c to player.c - player.c is what
2642 * actually uses this function. player.c may not be quite the 2442 * actually uses this function. player.c may not be quite the
2676 strncat (buf2, " ", 20 - strlen (buf) / 2); 2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2677 strcat (buf2, buf); 2477 strcat (buf2, buf);
2678 2478
2679 return buf2; 2479 return buf2;
2680} 2480}
2681
2682
2683 2481
2684void 2482void
2685do_some_living (object *op) 2483do_some_living (object *op)
2686{ 2484{
2687 int last_food = op->stats.food; 2485 int last_food = op->stats.food;
2696 const int max_grace = 1; 2494 const int max_grace = 1;
2697 2495
2698 if (op->contr->outputs_sync) 2496 if (op->contr->outputs_sync)
2699 { 2497 {
2700 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2498 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) 2499 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]); 2500 flush_output_element (op, &op->contr->outputs[i]);
2703 } 2501 }
2704 2502
2705 if (op->contr->state == ST_PLAYING) 2503 if (op->contr->ns->state == ST_PLAYING)
2706 { 2504 {
2707
2708 /* these next three if clauses make it possible to SLOW DOWN 2505 /* these next three if clauses make it possible to SLOW DOWN
2709 hp/grace/spellpoint regeneration. */ 2506 hp/grace/spellpoint regeneration. */
2710 if (op->contr->gen_hp >= 0) 2507 if (op->contr->gen_hp >= 0)
2711 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2508 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2712 else 2509 else
2713 { 2510 {
2714 gen_hp = op->stats.maxhp; 2511 gen_hp = op->stats.maxhp;
2715 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2512 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2716 } 2513 }
2514
2717 if (op->contr->gen_sp >= 0) 2515 if (op->contr->gen_sp >= 0)
2718 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2516 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2719 else 2517 else
2720 { 2518 {
2721 gen_sp = op->stats.maxsp; 2519 gen_sp = op->stats.maxsp;
2722 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2520 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2723 } 2521 }
2522
2724 if (op->contr->gen_grace >= 0) 2523 if (op->contr->gen_grace >= 0)
2725 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2524 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2726 else 2525 else
2727 { 2526 {
2728 gen_grace = op->stats.maxgrace; 2527 gen_grace = op->stats.maxgrace;
2744 op->stats.food += op->contr->digestion; 2543 op->stats.food += op->contr->digestion;
2745 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2544 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2746 op->stats.food = last_food; 2545 op->stats.food = last_food;
2747 } 2546 }
2748 } 2547 }
2548
2749 if (max_sp > 1) 2549 if (max_sp > 1)
2750 { 2550 {
2751 over_sp = (gen_sp + 10) / rate_sp; 2551 over_sp = (gen_sp + 10) / rate_sp;
2752 if (over_sp > 0) 2552 if (over_sp > 0)
2753 { 2553 {
2754 if (op->stats.sp < op->stats.maxsp) 2554 if (op->stats.sp < op->stats.maxsp)
2755 { 2555 {
2756 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2556 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2557
2757 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2558 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2758 op->stats.sp--; 2559 op->stats.sp--;
2560
2759 if (op->stats.sp > op->stats.maxsp) 2561 if (op->stats.sp > op->stats.maxsp)
2760 op->stats.sp = op->stats.maxsp; 2562 op->stats.sp = op->stats.maxsp;
2761 } 2563 }
2762 op->last_sp = 0; 2564 op->last_sp = 0;
2763 } 2565 }
2764 else 2566 else
2765 {
2766 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2767 }
2768 } 2568 }
2769 else 2569 else
2770 {
2771 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2772 }
2773 } 2571 }
2774 2572
2775 /* Regenerate Grace */ 2573 /* Regenerate Grace */
2776 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2574 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2777 if (--op->last_grace < 0) 2575 if (--op->last_grace < 0)
2778 { 2576 {
2779 if (op->stats.grace < op->stats.maxgrace / 2) 2577 if (op->stats.grace < op->stats.maxgrace / 2)
2780 op->stats.grace++; /* no penalty in food for regaining grace */ 2578 op->stats.grace++; /* no penalty in food for regaining grace */
2579
2781 if (max_grace > 1) 2580 if (max_grace > 1)
2782 { 2581 {
2783 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2582 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2784 if (over_grace > 0) 2583 if (over_grace > 0)
2785 { 2584 {
2813 op->stats.food += op->contr->digestion; 2612 op->stats.food += op->contr->digestion;
2814 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2613 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2815 op->stats.food = last_food; 2614 op->stats.food = last_food;
2816 } 2615 }
2817 } 2616 }
2617
2818 if (max_hp > 1) 2618 if (max_hp > 1)
2819 { 2619 {
2820 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2620 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2821 if (over_hp > 0) 2621 if (over_hp > 0)
2822 { 2622 {
2846 2646
2847 if (op->contr->gen_hp > 0) 2647 if (op->contr->gen_hp > 0)
2848 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2648 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2849 else 2649 else
2850 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2650 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2651
2851 /* dms do not consume food */ 2652 /* dms do not consume food */
2852 if (!QUERY_FLAG (op, FLAG_WIZ)) 2653 if (!QUERY_FLAG (op, FLAG_WIZ))
2853 op->stats.food--; 2654 op->stats.food--;
2854 } 2655 }
2855 }
2856 2656
2857 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2657 if (op->stats.food < 0 && op->stats.hp >= 0)
2858 { 2658 {
2859 object *tmp, *flesh = NULL; 2659 object *tmp, *flesh = 0;
2860 2660
2861 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2661 for (tmp = op->inv; tmp; tmp = tmp->below)
2862 { 2662 {
2863 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2663 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2864 {
2865 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2866 { 2664 {
2665 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2666 {
2867 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.");
2868 manual_apply (op, tmp, 0); 2668 manual_apply (op, tmp, 0);
2869 if (op->stats.food >= 0 || op->stats.hp < 0) 2669 if (op->stats.food >= 0 || op->stats.hp < 0)
2870 break; 2670 break;
2871 } 2671 }
2872 else if (tmp->type == FLESH) 2672 else if (tmp->type == FLESH)
2873 flesh = tmp; 2673 flesh = tmp;
2874 } /* End if paid for object */ 2674 } /* End if paid for object */
2875 } /* end of for loop */ 2675 } /* end of for loop */
2676
2876 /* If player is still starving, it means they don't have any food, so 2677 /* If player is still starving, it means they don't have any food, so
2877 * eat flesh instead. 2678 * eat flesh instead.
2878 */ 2679 */
2879 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2680 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2880 { 2681 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2682 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, flesh, 0); 2683 manual_apply (op, flesh, 0);
2883 } 2684 }
2884 } /* end if player is starving */ 2685 }
2885 2686
2886 while (op->stats.food < 0 && op->stats.hp > 0) 2687 while (op->stats.food < 0 && op->stats.hp >= 0)
2887 op->stats.food++, op->stats.hp--; 2688 op->stats.food++, op->stats.hp--;
2888 2689
2889 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2690 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2890 kill_player (op); 2691 kill_player (op);
2692 }
2891} 2693}
2892
2893
2894 2694
2895/* If the player should die (lack of hp, food, etc), we call this. 2695/* 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 2696 * 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 2697 * permadeath, no lifesave), this will take care of removing the player
2898 * file. 2698 * file.
3005 x = op->x; 2805 x = op->x;
3006 y = op->y; 2806 y = op->y;
3007 map = op->map; 2807 map = op->map;
3008 2808
3009 2809
3010 if (settings.not_permadeth == TRUE)
3011 {
3012 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3013 * life if they are dead - it takes some exp and a random stat. 2811 * 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. 2812 * See the config.h file for a little more in depth detail about this.
3015 */ 2813 */
3016 2814
3017 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3018 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3019 * of death. 2817 * of death.
3020 */ 2818 */
3021#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3022 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3023 { 2821 {
3024 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3025 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
3026 more if they do. */ 2824 more if they do. */
3027 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3028 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3029 little bit harder. */ 2827 little bit harder. */
3030 /* GD */ 2828 /* GD */
3031 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3032 num_stats_lose = 1; 2830 num_stats_lose = 1;
3033 else
3034 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3035 }
3036 else 2831 else
3037 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
2835 {
3038 num_stats_lose = 1; 2836 num_stats_lose = 1;
3039 } 2837 }
3040 lost_a_stat = 0; 2838 lost_a_stat = 0;
3041 2839
3042 for (z = 0; z < num_stats_lose; z++) 2840 for (z = 0; z < num_stats_lose; z++)
3043 { 2841 {
3044 i = RANDOM () % NUM_STATS; 2842 i = RANDOM () % NUM_STATS;
3045 2843
3046 if (settings.stat_loss_on_death) 2844 if (settings.stat_loss_on_death)
3047 { 2845 {
3048 /* Pick a random stat and take a point off it. Tell the player 2846 /* Pick a random stat and take a point off it. Tell the player
3049 * what he lost. 2847 * what he lost.
3050 */ 2848 */
3051 change_attr_value (&(op->stats), i, -1); 2849 change_attr_value (&(op->stats), i, -1);
3052 check_stat_bounds (&(op->stats)); 2850 check_stat_bounds (&(op->stats));
3053 change_attr_value (&(op->contr->orig_stats), i, -1); 2851 change_attr_value (&(op->contr->orig_stats), i, -1);
3054 check_stat_bounds (&(op->contr->orig_stats)); 2852 check_stat_bounds (&(op->contr->orig_stats));
3055 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2853 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3056 lost_a_stat = 1; 2854 lost_a_stat = 1;
2855 }
2856 else
2857 {
2858 /* deplete a stat */
2859 archetype *deparch = archetype::find ("depletion");
2860 object *dep;
2861
2862 dep = present_arch_in_ob (deparch, op);
2863 if (!dep)
2864 {
2865 dep = arch_to_object (deparch);
2866 insert_ob_in_ob (dep, op);
3057 } 2867 }
3058 else 2868 lose_this_stat = 1;
2869 if (settings.balanced_stat_loss)
3059 { 2870 {
3060 /* deplete a stat */ 2871 /* GD */
3061 archetype *deparch = archetype::find ("depletion"); 2872 /* Get the stat that we're about to deplete. */
3062 object *dep; 2873 this_stat = get_attr_value (&(dep->stats), i);
3063 2874 if (this_stat < 0)
3064 dep = present_arch_in_ob (deparch, op);
3065 if (!dep)
3066 { 2875 {
3067 dep = arch_to_object (deparch); 2876 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3068 insert_ob_in_ob (dep, op); 2877 int keep_chance = this_stat * this_stat;
3069 } 2878
3070 lose_this_stat = 1; 2879 /* 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) 2880 if (keep_chance < 1)
2881 keep_chance = 1;
2882
2883 /* There is a maximum depletion total per level. */
2884 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3077 { 2885 {
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; 2886 lose_this_stat = 0;
3089 /* Take loss chance vs keep chance to see if we 2887 /* Take loss chance vs keep chance to see if we
3090 retain the stat. */ 2888 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 } 2889 }
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 */ 2890 else
3112 if (this_stat >= -50)
3113 { 2891 {
3114 change_attr_value (&(dep->stats), i, -1); 2892 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; 2893 lose_this_stat = 0;
2894 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2895 this_stat, keep_chance, loss_chance,
2896 lose_this_stat?"LOSE":"KEEP"); */
3119 } 2897 }
3120 } 2898 }
3121 } 2899 }
2900
2901 if (lose_this_stat)
2902 {
2903 this_stat = get_attr_value (&(dep->stats), i);
2904 /* We could try to do something clever like find another
2905 * stat to reduce if this fails. But chances are, if
2906 * stats have been depleted to -50, all are pretty low
2907 * and should be roughly the same, so it shouldn't make a
2908 * difference.
2909 */
2910 if (this_stat >= -50)
2911 {
2912 change_attr_value (&(dep->stats), i, -1);
2913 SET_FLAG (dep, FLAG_APPLIED);
2914 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2915 op->update_stats ();
2916 lost_a_stat = 1;
2917 }
3122 } 2918 }
2919 }
2920 }
3123 /* If no stat lost, tell the player. */ 2921 /* If no stat lost, tell the player. */
3124 if (!lost_a_stat) 2922 if (!lost_a_stat)
3125 { 2923 {
3126 /* determine_god() seems to not work sometimes... why is this? 2924 /* determine_god() seems to not work sometimes... why is this?
3127 Should I be using something else? GD */ 2925 Should I be using something else? GD */
3128 const char *god = determine_god (op); 2926 const char *god = determine_god (op);
3129 2927
3130 if (god && (strcmp (god, "none"))) 2928 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); 2929 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3132 else 2930 else
3133 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3134 } 2932 }
3135#else 2933#else
3136 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2934 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3137#endif 2935#endif
3138 2936
3139 /* Put a gravestone up where the character 'almost' died. List the 2937 /* Put a gravestone up where the character 'almost' died. List the
3140 * exp loss on the stone. 2938 * exp loss on the stone.
3141 */ 2939 */
3142 tmp = arch_to_object (archetype::find ("gravestone")); 2940 tmp = arch_to_object (archetype::find ("gravestone"));
3143 sprintf (buf, "%s's gravestone", &op->name); 2941 sprintf (buf, "%s's gravestone", &op->name);
3144 tmp->name = buf; 2942 tmp->name = buf;
3145 sprintf (buf, "%s's gravestones", &op->name); 2943 sprintf (buf, "%s's gravestones", &op->name);
3146 tmp->name_pl = buf; 2944 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); 2945 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; 2946 tmp->msg = buf;
3149 tmp->x = op->x, tmp->y = op->y; 2947 tmp->x = op->x, tmp->y = op->y;
3150 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3151 2949
3152 /**************************************/ 2950 /**************************************/
3153 /* */ 2951 /* */
3154 /* Subtract the experience points, */ 2952 /* Subtract the experience points, */
3155 /* if we died cause of food, give us */ 2953 /* if we died cause of food, give us */
3156 /* food, and reset HP's... */ 2954 /* food, and reset HP's... */
3157 /* */ 2955 /* */
3158 /**************************************/ 2956 /**************************************/
3159 2957
3160 /* remove any poisoning and confusion the character may be suffering. */ 2958 /* remove any poisoning and confusion the character may be suffering. */
3161 /* restore player */ 2959 /* restore player */
3162 at = archetype::find ("poisoning"); 2960 at = archetype::find ("poisoning");
3163 tmp = present_arch_in_ob (at, op); 2961 tmp = present_arch_in_ob (at, op);
3164 2962
3165 if (tmp) 2963 if (tmp)
3166 { 2964 {
3167 tmp->destroy (); 2965 tmp->destroy ();
3168 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2966 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3169 } 2967 }
3170 2968
3171 at = archetype::find ("confusion"); 2969 at = archetype::find ("confusion");
3172 tmp = present_arch_in_ob (at, op); 2970 tmp = present_arch_in_ob (at, op);
3173 if (tmp) 2971 if (tmp)
3174 { 2972 {
3175 tmp->destroy (); 2973 tmp->destroy ();
3176 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3177 } 2975 }
3178 2976
3179 cure_disease (op, 0); /* remove any disease */ 2977 cure_disease (op, 0); /* remove any disease */
3180 2978
3181 /*add_exp(op, (op->stats.exp * -0.20)); */ 2979 /*add_exp(op, (op->stats.exp * -0.20)); */
3182 apply_death_exp_penalty (op); 2980 apply_death_exp_penalty (op);
3183 if (op->stats.food < 100) 2981 if (op->stats.food < 100)
3184 op->stats.food = 900; 2982 op->stats.food = 900;
3185 op->stats.hp = op->stats.maxhp; 2983 op->stats.hp = op->stats.maxhp;
3186 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2984 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3187 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2985 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3188 2986
3189 /* 2987 /*
3190 * Check to see if the player is in a shop. IF so, then check to see if 2988 * 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 2989 * the player has any unpaid items. If so, remove them and put them back
3192 * in the map. 2990 * in the map.
3193 */ 2991 */
3194 2992
3195 if (is_in_shop (op)) 2993 if (is_in_shop (op))
3196 remove_unpaid_objects (op->inv, op); 2994 remove_unpaid_objects (op->inv, op);
3197 2995
3198 /****************************************/ 2996 /****************************************/
3199 /* */ 2997 /* */
3200 /* Move player to his current respawn- */ 2998 /* Move player to his current respawn- */
3201 /* position (usually last savebed) */ 2999 /* position (usually last savebed) */
3202 /* */ 3000 /* */
3203 /****************************************/ 3001 /****************************************/
3204 3002
3205 enter_player_savebed (op); 3003 enter_player_savebed (op);
3206 3004
3207 /* Save the player before inserting the force to reduce 3005 /* Save the player before inserting the force to reduce
3208 * chance of abuse. 3006 * chance of abuse.
3209 */ 3007 */
3210 op->contr->braced = 0; 3008 op->contr->braced = 0;
3211 save_player (op, 1); 3009 op->contr->save ();
3212 3010
3213 /* it is possible that the player has blown something up 3011 /* it is possible that the player has blown something up
3214 * at his savebed location, and that can have long lasting 3012 * at his savebed location, and that can have long lasting
3215 * spell effects. So first see if there is a spell effect 3013 * spell effects. So first see if there is a spell effect
3216 * on the space that might harm the player. 3014 * on the space that might harm the player.
3217 */ 3015 */
3218 will_kill_again = 0; 3016 will_kill_again = 0;
3219 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3017 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3220 if (tmp->type == SPELL_EFFECT) 3018 if (tmp->type == SPELL_EFFECT)
3221 will_kill_again |= tmp->attacktype; 3019 will_kill_again |= tmp->attacktype;
3222 3020
3223 if (will_kill_again) 3021 if (will_kill_again)
3224 { 3022 {
3225 object *force; 3023 object *force;
3226 int at; 3024 int at;
3227 3025
3228 force = get_archetype (FORCE_NAME); 3026 force = get_archetype (FORCE_NAME);
3229 /* 50 ticks should be enough time for the spell to abate */ 3027 /* 50 ticks should be enough time for the spell to abate */
3230 force->speed = 0.1; 3028 force->speed = 0.1;
3231 force->speed_left = -5.0; 3029 force->speed_left = -5.0;
3232 SET_FLAG (force, FLAG_APPLIED); 3030 SET_FLAG (force, FLAG_APPLIED);
3233 for (at = 0; at < NROFATTACKS; at++) 3031 for (at = 0; at < NROFATTACKS; at++)
3234 if (will_kill_again & (1 << at)) 3032 if (will_kill_again & (1 << at))
3235 force->resist[at] = 100; 3033 force->resist[at] = 100;
3236 3034
3237 insert_ob_in_ob (force, op); 3035 insert_ob_in_ob (force, op);
3238 fix_player (op); 3036 op->update_stats ();
3239 3037
3240 } 3038 }
3241 3039
3242 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3040 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} 3041}
3311
3312 3042
3313void 3043void
3314loot_object (object *op) 3044loot_object (object *op)
3315{ /* Grab and destroy some treasure */ 3045{ /* Grab and destroy some treasure */
3316 object *tmp, *tmp2, *next; 3046 object *tmp, *tmp2, *next;
3317 3047
3318 if (op->container) 3048 if (op->container)
3319 { /* close open sack first */
3320 esrv_apply_container (op, op->container); 3049 esrv_apply_container (op, op->container); /* close open sack first */
3321 }
3322 3050
3323 for (tmp = op->inv; tmp != NULL; tmp = next) 3051 for (tmp = op->inv; tmp; tmp = next)
3324 { 3052 {
3325 next = tmp->below; 3053 next = tmp->below;
3326 if (tmp->type == EXPERIENCE || tmp->invisible) 3054
3055 if (tmp->invisible)
3327 continue; 3056 continue;
3057
3328 tmp->remove (); 3058 tmp->remove ();
3329 tmp->x = op->x, tmp->y = op->y; 3059 tmp->x = op->x, tmp->y = op->y;
3330 if (tmp->type == CONTAINER) 3060 if (tmp->type == CONTAINER)
3331 { /* empty container to ground */ 3061 { /* empty container to ground */
3332 loot_object (tmp); 3062 loot_object (tmp);
3354 */ 3084 */
3355 3085
3356void 3086void
3357fix_weight (void) 3087fix_weight (void)
3358{ 3088{
3359 player *pl; 3089 for_all_players (pl)
3360
3361 for (pl = first_player; pl != NULL; pl = pl->next)
3362 { 3090 {
3363 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3091 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3364 3092
3365 if (old == sum) 3093 if (old == sum)
3366 continue; 3094 continue;
3367 fix_player (pl->ob); 3095 pl->ob->update_stats ();
3368 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3096 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3369 } 3097 }
3370} 3098}
3371 3099
3372void 3100void
3373fix_luck (void) 3101fix_luck (void)
3374{ 3102{
3375 player *pl; 3103 for_all_players (pl)
3376
3377 for (pl = first_player; pl != NULL; pl = pl->next)
3378 if (!pl->ob->contr->state) 3104 if (!pl->ob->contr->ns->state)
3379 change_luck (pl->ob, 0); 3105 pl->ob->change_luck (0);
3380} 3106}
3381
3382 3107
3383/* cast_dust() - handles op throwing objects of type 'DUST'. 3108/* cast_dust() - handles op throwing objects of type 'DUST'.
3384 * This is much simpler in the new spell code - we basically 3109 * This is much simpler in the new spell code - we basically
3385 * just treat this as any other spell casting object. 3110 * just treat this as any other spell casting object.
3386 */ 3111 */
3387
3388void 3112void
3389cast_dust (object *op, object *throw_ob, int dir) 3113cast_dust (object *op, object *throw_ob, int dir)
3390{ 3114{
3391 object *skop, *spob; 3115 object *skop, *spob;
3392 3116
3437 object *tmp = NULL; 3161 object *tmp = NULL;
3438 3162
3439 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3163 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3440 return 1; 3164 return 1;
3441 3165
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; 3166 return 0;
3448} 3167}
3449 3168
3450/* look at the surrounding terrain to determine 3169/* look at the surrounding terrain to determine
3451 * the hideability of this object. Positive levels 3170 * the hideability of this object. Positive levels
3566 if (mflags & P_OUT_OF_MAP) 3285 if (mflags & P_OUT_OF_MAP)
3567 continue; 3286 continue;
3568 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3287 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3569 continue; 3288 continue;
3570 3289
3571 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3290 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3572 { 3291 {
3573 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3292 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3574 return 1; 3293 return 1;
3575 else if (tmp->type == PLAYER) 3294 else if (tmp->type == PLAYER)
3576 { 3295 {
3630 3349
3631 /* only the viewable area the player sees is updated by LOS 3350 /* only the viewable area the player sees is updated by LOS
3632 * code, so we need to restrict ourselves to that range of values 3351 * code, so we need to restrict ourselves to that range of values
3633 * for any meaningful values. 3352 * for any meaningful values.
3634 */ 3353 */
3635 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3354 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3636 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3355 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3637 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3356 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3638 return 1; 3357 return 1;
3639 op = op->more; 3358 op = op->more;
3640 } 3359 }
3641 return 0; 3360 return 0;
3642} 3361}
3828 { 3547 {
3829 /* forces in the treasurelist can alter the player's stats */ 3548 /* forces in the treasurelist can alter the player's stats */
3830 object *skin; 3549 object *skin;
3831 3550
3832 /* first get the dragon skin force */ 3551 /* first get the dragon skin force */
3552 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); 3553 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3554 ;
3555
3834 if (skin == NULL) 3556 if (!skin)
3835 return; 3557 return;
3836 3558
3837 /* adding new spellpath attunements */ 3559 /* adding new spellpath attunements */
3838 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3560 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3839 { 3561 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines