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Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.59 by root, Sat Dec 23 07:36:35 2006 UTC

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 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 player *pl;
41 40
42 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 43 return pl;
46 }; 44
47 return NULL; 45 return 0;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74} 46}
75 47
76void 48void
77display_motd (const object *op) 49display_motd (const object *op)
78{ 50{
82 int comp; 54 int comp;
83 int size; 55 int size;
84 56
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 59 return;
89 } 60
90 motd[0] = '\0'; 61 motd[0] = '\0';
91 size = 0; 62 size = 0;
63
92 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
93 { 65 {
94 if (*buf == '#') 66 if (*buf == '#')
95 continue; 67 continue;
68
96 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 70 size += strlen (buf);
98 } 71 }
72
99 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);
100 close_and_delete (fp, comp); 74 close_and_delete (fp, comp);
101} 75}
102 76
103void 77void
109 int comp; 83 int comp;
110 int size; 84 int size;
111 85
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 88 return;
116 } 89
117 rules[0] = '\0'; 90 rules[0] = '\0';
118 size = 0; 91 size = 0;
92
119 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
120 { 94 {
121 if (*buf == '#') 95 if (*buf == '#')
122 continue; 96 continue;
97
123 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
124 { 99 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 101 break;
127 } 102 }
103
128 strncat (rules + size, buf, HUGE_BUF - size); 104 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 105 size += strlen (buf);
130 } 106 }
107
131 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);
132 close_and_delete (fp, comp); 109 close_and_delete (fp, comp);
133} 110}
134 111
135void 112void
143 int size; 120 int size;
144 121
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 124 return;
125
148 news[0] = '\0'; 126 news[0] = '\0';
149 subject[0] = '\0'; 127 subject[0] = '\0';
150 size = 0; 128 size = 0;
129
151 while (fgets (buf, MAX_BUF, fp) != NULL) 130 while (fgets (buf, MAX_BUF, fp) != NULL)
152 { 131 {
153 if (*buf == '#') 132 if (*buf == '#')
154 continue; 133 continue;
134
155 if (*buf == '%') 135 if (*buf == '%')
156 { /* send one news */ 136 { /* send one news */
157 if (size > 0) 137 if (size > 0)
158 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 */
159 strcpy (subject, buf + 1); 139 strcpy (subject, buf + 1);
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
177 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);
178 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
179} 159}
180 160
181int 161/* This loads the first map an puts the player on it. */
182playername_ok (const char *cp) 162static void
163set_first_map (object *op)
183{ 164{
184 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
185 if (*cp == '-' || *cp == '_') 166 op->x = -1;
186 return 0; 167 op->y = -1;
187 168 enter_exit (op, 0);
188 for (; *cp != '\0'; cp++)
189 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
190 return 0;
191 return 1;
192} 169}
193 170
194/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
195 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
196 * Caller is responsible for setting the correct map. 173void
197 */ 174player::connect (client *ns)
198
199/* Redo this to do both get_player_ob and get_player.
200 * Hopefully this will be less bugfree and simpler.
201 * Returns the player structure. If 'p' is null,
202 * we create a new one. Otherwise, we recycle
203 * the one that is passed.
204 */
205static player *
206get_player (player *p)
207{ 175{
208 object *op = arch_to_object (get_player_archetype (0)); 176 this->ns = ns;
209 int i; 177 ns->pl = this;
210 178
211 /* Clears basically the entire player structure except 179 next = first_player;
212 * for next and socket. 180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
213 */ 209 */
214 p->clear (); 210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
215 212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247 send_rules (ob);
248 send_news (ob);
249 display_motd (ob);
250 INVOKE_PLAYER (LOGIN, this);
251}
252
253// the need for this function can be explained
254// by load_object not returning the object
255void
256player::set_object (object *op)
257{
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270}
271
272player::player ()
273{
216 /* There are some elements we want initialized to non zero value - 274 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point. 275 * we deal with that below this point.
218 */ 276 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 277 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 278 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 279 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 280
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 281 assign (savebed_map, first_map_path); /* Init. respawn position */
230 282
231 op->contr = p; /* this aren't yet in archetype */
232 p->ob = op;
233 op->speed_left = 0.5;
234 op->speed = 1.0;
235 op->direction = 5; /* So player faces south */
236 op->stats.wc = 2;
237 op->run_away = 25; /* Then we panick... */
238
239 {
240 int oldmon = p->socket->monitor_spells; // what a hack
241 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
242 roll_stats (op);
243 p->socket->monitor_spells = oldmon;
244 }
245 p->state = ST_ROLL_STAT;
246 clear_los (op);
247
248 p->gen_sp_armour = 10; 283 gen_sp_armour = 10;
249 p->last_speed = -1; 284 last_speed = -1;
250 p->shoottype = range_none; 285 shoottype = range_none;
251 p->bowtype = bow_normal; 286 bowtype = bow_normal;
252 p->petmode = pet_normal; 287 petmode = pet_normal;
253 p->listening = 10; 288 listening = 10;
254 p->usekeys = containers; 289 usekeys = containers;
255 p->last_weapon_sp = -1; 290 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 291 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 292 do_los = 1;
258 p->explore = 0;
259 p->no_shout = 0; /* default can shout */
260
261 assign (p->title, op->arch->clone.name);
262 op->race = op->arch->clone.race;
263
264 CLEAR_FLAG (op, FLAG_READY_SKILL);
265 293
266 /* we need to clear these to -1 and not zero - otherwise, 294 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 295 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 296 * send new values to the client, as things like exp start
269 * at zero. 297 * at zero.
270 */ 298 */
271 for (i = 0; i < NUM_SKILLS; i++) 299 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 300 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 301
277 for (i = 0; i < NROFATTACKS; i++) 302 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 303 last_resist[i] = -1;
279 304
280 p->last_stats.exp = -1; 305 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 306 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 307}
288 308
289/* This loads the first map an puts the player on it. */ 309player::~player ()
290static void
291set_first_map (object *op)
292{ 310{
293 strcpy (op->contr->maplevel, first_map_path); 311 terminate_all_pets (ob);
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */
346 free (stack_items);
347}
348
299/* Tries to add player on the connection passwd in ns. 349/* Tries to add player on the connection passed in ns.
300 * All we can really get in this is some settings like host and display 350 * All we can really get in this is some settings like host and display
301 * mode. 351 * mode.
302 */ 352 */
303 353player *
304int 354player::create ()
305add_player (client *ns)
306{ 355{
307 player *p = new player; 356 player *pl = new player;
308 357
309 p->socket = ns; 358 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 359
312 p->next = first_player;
313 first_player = p;
314
315 p = get_player (p);
316
317 set_first_map (p->ob);
318
319 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
320 add_friendly_object (p->ob);
321 send_rules (p->ob);
322 send_news (p->ob);
323 display_motd (p->ob);
324 get_name (p->ob);
325
326 return 0; 360 return pl;
327} 361}
328 362
329/* 363/*
330 * get_player_archetype() return next player archetype from archetype 364 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 365 * list. Not very efficient routine, but used only creating new players.
340 { 374 {
341 if (at == NULL || at->next == NULL) 375 if (at == NULL || at->next == NULL)
342 at = first_archetype; 376 at = first_archetype;
343 else 377 else
344 at = at->next; 378 at = at->next;
379
345 if (at->clone.type == PLAYER) 380 if (at->clone.type == PLAYER)
346 return at; 381 return at;
382
347 if (at == start) 383 if (at == start)
348 { 384 {
349 LOG (llevError, "No Player archetypes\n"); 385 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 386 exit (-1);
351 } 387 }
352 } 388 }
353} 389}
354
355 390
356object * 391object *
357get_nearest_player (object *mon) 392get_nearest_player (object *mon)
358{ 393{
359 object *op = NULL; 394 object *op = NULL;
436 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 473 * is probably not a good thing.
439 */ 474 */
440#define MAX_SPACES 50 475#define MAX_SPACES 50
441
442 476
443/* 477/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 719 /* Need to set up the skill pointers */
686 link_player_skills (pl); 720 link_player_skills (pl);
687} 721}
688 722
689void 723void
690get_name (object *op)
691{
692 op->contr->write_buf[0] = '\0';
693 op->contr->state = ST_GET_NAME;
694 send_query (op->contr->socket, 0, "What is your name?\n:");
695}
696
697void
698get_password (object *op)
699{
700 op->contr->write_buf[0] = '\0';
701 op->contr->state = ST_GET_PASSWORD;
702 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
703}
704
705void
706play_again (object *op)
707{
708 op->contr->state = ST_PLAY_AGAIN;
709 op->chosen_skill = NULL;
710 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
711 /* a bit of a hack, but there are various places early in th
712 * player creation process that a user can quit (eg, roll
713 * stats) that isn't removing the player. Taking a quick
714 * look, there are many places that call play_again without
715 * removing the player - it probably makes more sense
716 * to leave it to play_again to remove the object in all
717 * cases.
718 */
719 if (!QUERY_FLAG (op, FLAG_REMOVED))
720 op->remove ();
721 /* Need to set this to null - otherwise, it could point to garbage,
722 * and draw() doesn't check to see if the player is removed, only if
723 * the map is null or not swapped out.
724 */
725 op->map = NULL;
726}
727
728int
729receive_play_again (object *op, char key)
730{
731 if (key == 'q' || key == 'Q')
732 {
733 remove_friendly_object (op);
734 leave (op->contr, 0); /* ericserver will draw the message */
735 return 2;
736 }
737 else if (key == 'a' || key == 'A')
738 {
739 player *pl = op->contr;
740 shstr name = op->name;
741
742 op->contr = 0;
743 op->type = 0;
744 op->destroy (1);
745 pl = get_player (pl);
746 op = pl->ob;
747 add_friendly_object (op);
748 op->contr->password[0] = '~';
749 op->name = op->name_pl = 0;
750 /* Lets put a space in here */
751 new_draw_info (NDI_UNIQUE, 0, op, "\n");
752 get_name (op);
753 op->name = op->name_pl = name;
754 set_first_map (op);
755 }
756 else
757 /* user pressed something else so just ask again... */
758 play_again (op);
759
760 return 0;
761}
762
763void
764confirm_password (object *op)
765{
766
767 op->contr->write_buf[0] = '\0';
768 op->contr->state = ST_CONFIRM_PASSWORD;
769 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
770}
771
772void
773get_party_password (object *op, partylist *party) 724get_party_password (object *op, partylist *party)
774{ 725{
775 if (party == NULL) 726 if (party == NULL)
776 { 727 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 728 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 729 return;
779 } 730 }
731
780 op->contr->write_buf[0] = '\0'; 732 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 736}
785
786 737
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 738/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 739static int
789roll_stat (void) 740roll_stat (void)
790{ 741{
791 int a[4], i, j, k; 742 int a[4], i, j, k;
792 743
793 for (i = 0; i < 4; i++) 744 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 747 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 748 if (a[i] < k)
798 k = a[i], j = i; 749 k = a[i], j = i;
799 750
800 for (i = 0, k = 0; i < 4; i++) 751 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 752 if (i != j)
803 k += a[i]; 753 k += a[i];
804 } 754
805 return k; 755 return k;
806} 756}
807 757
808void 758void
809roll_stats (object *op) 759object::roll_stats ()
810{ 760{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 761 int statsort [7];
814 762
815 do 763 for (;;)
816 {
817 op->stats.Str = roll_stat ();
818 op->stats.Dex = roll_stat ();
819 op->stats.Int = roll_stat ();
820 op->stats.Con = roll_stat ();
821 op->stats.Wis = roll_stat ();
822 op->stats.Pow = roll_stat ();
823 op->stats.Cha = roll_stat ();
824 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
825 } 764 {
826 while (sum < 82 || sum > 116); 765 int sum = 0;
766 for (int i = 7; i--; )
767 sum += statsort [i] = roll_stat ();
827 768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
828 /* Sort the stats so that rerolling is easier... */ 773 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 774 std::sort (statsort, statsort + 7, std::greater<int>());
830 statsort[1] = op->stats.Dex;
831 statsort[2] = op->stats.Int;
832 statsort[3] = op->stats.Con;
833 statsort[4] = op->stats.Wis;
834 statsort[5] = op->stats.Pow;
835 statsort[6] = op->stats.Cha;
836 775
837 /* a quick and dirty bubblesort? */
838 do
839 {
840 if (statsort[i] < statsort[i + 1])
841 {
842 j = statsort[i];
843 statsort[i] = statsort[i + 1];
844 statsort[i + 1] = j;
845 i = 0;
846 }
847 else
848 {
849 i++;
850 }
851 }
852 while (i < 6);
853
854 op->stats.Str = statsort[0]; 776 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 777 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 778 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 779 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 780 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 781 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 782 stats.Cha = statsort[6];
861 783
862
863 op->contr->orig_stats.Str = op->stats.Str;
864 op->contr->orig_stats.Dex = op->stats.Dex;
865 op->contr->orig_stats.Int = op->stats.Int;
866 op->contr->orig_stats.Con = op->stats.Con;
867 op->contr->orig_stats.Wis = op->stats.Wis;
868 op->contr->orig_stats.Pow = op->stats.Pow;
869 op->contr->orig_stats.Cha = op->stats.Cha;
870
871 op->level = 1;
872 op->stats.exp = 0; 784 stats.exp = 0;
873 op->stats.ac = 0; 785 stats.ac = 0;
874 786
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player (op);
880 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
883 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
884} 799}
885 800
886void 801void
887Roll_Again (object *op) 802object::swap_stats (int a, int b)
888{ 803{
889 esrv_new_player (op->contr, 0);
890 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
891 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
892}
893
894void
895Swap_Stat (object *op, int Swap_Second)
896{
897 signed char tmp;
898 char buf[MAX_BUF];
899
900 if (op->contr->Swap_First == -1)
901 {
902 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
903 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
904 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
905 return;
906 }
907
908 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 804 int tmp = get_attr_value (&contr->orig_stats, a);
909
910 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
911
912 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 806 set_attr_value (&contr->orig_stats, b, tmp);
913 807
914 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
915 new_draw_info (NDI_UNIQUE, 0, op, buf);
916 op->stats.Str = op->contr->orig_stats.Str; 808 stats.Str = contr->orig_stats.Str;
917 op->stats.Dex = op->contr->orig_stats.Dex; 809 stats.Dex = contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con; 810 stats.Con = contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int; 811 stats.Int = contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis; 812 stats.Wis = contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow; 813 stats.Pow = contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha; 814 stats.Cha = contr->orig_stats.Cha;
815
816 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats
923 op->stats.ac = 0; 818 stats.ac = 0;
924 819
925 op->level = 1; 820 level = 1;
926 op->stats.exp = 0; 821 stats.exp = 0;
927 op->stats.ac = 0; 822 stats.ac = 0;
928 823
929 op->contr->levhp[1] = 9;
930 op->contr->levsp[1] = 6;
931 op->contr->levgrace[1] = 3;
932
933 fix_player (op);
934 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
936 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
937 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
938 op->contr->Swap_First = -1;
939}
940
941
942/* This code has been greatly reduced, because with set_attr_value
943 * and get_attr_value, the stats can be accessed just numeric
944 * ids. stat_trans is a table that translate the number entered
945 * into the actual stat. It is needed because the order the stats
946 * are displayed in the stat window is not the same as how
947 * the number's access that stat. The table does that translation.
948 */
949int
950key_roll_stat (object *op, char key)
951{
952 int keynum = key - '0';
953 char buf[MAX_BUF];
954 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
955
956 if (keynum > 0 && keynum <= 7)
957 { 835 }
958 if (op->contr->Swap_First == -1)
959 {
960 op->contr->Swap_First = stat_trans[keynum];
961 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
962 new_draw_info (NDI_UNIQUE, 0, op, buf);
963 }
964 else
965 Swap_Stat (op, stat_trans[keynum]);
966
967 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
968 return 1;
969 }
970 switch (key)
971 {
972 case 'n':
973 case 'N':
974 {
975 SET_FLAG (op, FLAG_WIZ);
976 if (op->map == NULL)
977 {
978 LOG (llevError, "Map == NULL in state 2\n");
979 break;
980 }
981
982#if 0
983 /* So that enter_exit will put us at startx/starty */
984 op->x = -1;
985
986 enter_exit (op, NULL);
987#endif
988 SET_ANIMATION (op, 2); /* So player faces south */
989 /* Enter exit adds a player otherwise */
990 add_statbonus (op);
991 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
992 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
993 op->contr->state = ST_CHANGE_CLASS;
994 if (op->msg)
995 new_draw_info (NDI_BLUE, 0, op, op->msg);
996 return 0;
997 }
998 case 'y':
999 case 'Y':
1000 roll_stats (op);
1001 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1002 return 1;
1003
1004 case 'q':
1005 case 'Q':
1006 play_again (op);
1007 return 1;
1008
1009 default:
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1011 return 0;
1012 }
1013 return 0;
1014} 836}
1015 837
1016/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
1020 * not the class. 842 * not the class.
1021 */ 843 */
1022
1023int 844int
1024key_change_class (object *op, char key) 845key_change_class (object *op, char key)
1025{ 846{
1026 int tmp_loop; 847 int tmp_loop;
1027 848
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 849 if (key == 'd' || key == 'D')
1035 { 850 {
1036 char buf[MAX_BUF]; 851 char buf[MAX_BUF];
1037 852
1038 /* this must before then initial items are given */ 853 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 858 create_treasure (tl, op, 0, 0, 0);
1044 859
1045 INVOKE_PLAYER (BIRTH, op->contr); 860 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 861 INVOKE_PLAYER (LOGIN, op->contr);
1047 862
1048 op->contr->state = ST_PLAYING; 863 op->contr->ns->state = ST_PLAYING;
1049 864
1050 if (op->msg) 865 if (op->msg)
1051 op->msg = NULL; 866 op->msg = NULL;
1052 867
1053 /* We create this now because some of the unique maps will need it 868 /* We create this now because some of the unique maps will need it
1062 start_info (op); 877 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 878 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 879 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 880 link_player_skills (op);
1066 esrv_send_inventory (op, op); 881 esrv_send_inventory (op, op);
1067 fix_player (op); 882 op->update_stats ();
1068 883
1069 /* This moves the player to a different start map, if there 884 /* This moves the player to a different start map, if there
1070 * is one for this race 885 * is one for this race
1071 */ 886 */
1072 if (*first_map_ext_path) 887 if (*first_map_ext_path)
1083 * if the map isn't there, then stay on the 898 * if the map isn't there, then stay on the
1084 * default initial map */ 899 * default initial map */
1085 tmp->destroy (); 900 tmp->destroy ();
1086 } 901 }
1087 else 902 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 903 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 904
1091 return 0; 905 return 0;
1092 } 906 }
1093 907
1094 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1099 while (!tmp_loop) 913 while (!tmp_loop)
1100 { 914 {
1101 shstr name = op->name; 915 shstr name = op->name;
1102 int x = op->x, y = op->y; 916 int x = op->x, y = op->y;
1103 917
1104 remove_statbonus (op); 918 op->remove_statbonus ();
1105 op->remove (); 919 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 920 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 921 op->arch->clone.copy_to (op);
1108 op->instantiate (); 922 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 923 op->stats = op->contr->orig_stats;
1111 op->x = x; 925 op->x = x;
1112 op->y = y; 926 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 927 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 928 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 929 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 930 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 931 tmp_loop = allowed_class (op);
1118 } 932 }
1119 933
1120 update_object (op, UP_OBJ_FACE); 934 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 935 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 936 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 937 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 938 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 939 op->stats.grace = 0;
1126 940
1127 if (op->msg) 941 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 942 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 943
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0; 945 return 0;
1132} 946}
1133 947
1134int 948int
1135key_confirm_quit (object *op, char key) 949key_confirm_quit (object *op, char key)
1136{ 950{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 952 {
1141 op->contr->state = ST_PLAYING; 953 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 955 return 1;
1144 } 956 }
1145 957
1146 INVOKE_PLAYER (LOGOUT, op->contr); 958 INVOKE_PLAYER (LOGOUT, op->contr);
1151 op->direction = 0; 963 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 965
1154 strcpy (op->contr->killer, "quit"); 966 strcpy (op->contr->killer, "quit");
1155 check_score (op); 967 check_score (op);
1156 op->contr->party = NULL; 968 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 969 op->contr->own_title[0] = '\0';
1159 970
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 971 object_ptr ob = op;
1161 {
1162 maptile *mp, *next;
1163 972
973 delete ob->contr;
974
1164 /* We need to hunt for any per player unique maps in memory and 975 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional, 976 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname 977 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */ 978 */
979 char buf[MAX_BUF];
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next) 981
1170 { 982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
1171 next = mp->next; 984 next = mp->next;
985
1172 if (!strncmp (mp->path, buf, strlen (buf))) 986 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp); 987 delete_map (mp);
1174 } 988 }
1175 989
1176 delete_character (op->name, 1); 990 delete_character (ob->name, 1);
1177 }
1178 991
1179 play_again (op);
1180 return 1; 992 return 1;
1181} 993}
1182 994
1183void 995void
1184flee_player (object *op) 996flee_player (object *op)
1215 { 1027 {
1216 op->enemy = NULL; 1028 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1030 return;
1219 } 1031 }
1032
1220 get_rangevector (op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1221 1034
1222 dir = absdir (4 + rv.direction); 1035 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1036 for (diff = 0; diff < 3; diff++)
1224 { 1037 {
1225 int m = 1 - (RANDOM () & 2); 1038 int m = 1 - (RANDOM () & 2);
1226 1039
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1041 return;
1230 }
1231 } 1042 }
1043
1232 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1046 op->enemy = NULL;
1235} 1047}
1236 1048
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1323 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1136 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1326 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1328
1329 sprintf (putstring, "...flags: ");
1330 for (k = 0; k < 4; k++)
1331 {
1332 for (j = 0; j < 32; j++)
1333 {
1334 if ((tmp->flags[k] >> j) & 0x01)
1335 {
1336 sprintf (tmpstr, "%d ", k * 32 + j);
1337 strcat (putstring, tmpstr);
1338 }
1339 }
1340 }
1341 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1342
1343#if 0
1344 /* print the flags too */
1345 for (k = 0; k < 4; k++)
1346 {
1347 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1348 for (j = 0; j < 32; j++)
1349 {
1350 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1351 if (!((j + 1) % 4))
1352 fprintf (stderr, " ");
1353 }
1354 fprintf (stderr, " [%d]\n", k * 32);
1355 }
1356#endif
1357 } 1141 }
1142
1358 /* philosophy: 1143 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1144 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1145 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1148 * example.
1364 * The drawback: right now it has no frontend, so you need to 1149 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1150 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1577 if (!dir)
1793 { 1578 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1580 return 0;
1796 } 1581 }
1582
1797 if (op->type == PLAYER) 1583 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1584 bow = op->contr->ranges[range_bow];
1799 else 1585 else
1800 { 1586 {
1801 for (bow = op->inv; bow; bow = bow->below) 1587 for (bow = op->inv; bow; bow = bow->below)
1809 { 1595 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1596 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1597 return 0;
1812 } 1598 }
1813 } 1599 }
1600
1814 if (!bow->race || !bow->skill) 1601 if (!bow->race || !bow->skill)
1815 { 1602 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1604 return 0;
1818 } 1605 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1607 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1608
1822 /* penalize ROF for bestarrow */ 1609 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1610 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1611 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1612
1825 if (bowspeed < 1) 1613 if (bowspeed < 1)
1826 bowspeed = 1; 1614 bowspeed = 1;
1827 1615
1828 if (arrow == NULL) 1616 if (arrow == NULL)
1829 { 1617 {
1835 else 1623 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1624 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1625 return 0;
1838 } 1626 }
1839 } 1627 }
1628
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1630 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1631 return 0;
1844 } 1632
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1633 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1634 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1635 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1636 return 0;
1849 } 1637 }
1855 return 0; 1643 return 0;
1856 } 1644 }
1857 1645
1858 left = arrow; /* these are arrows left to the player */ 1646 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1647 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1648 if (!arrow)
1861 { 1649 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1651 return 0;
1864 } 1652 }
1653
1865 arrow->set_owner (op); 1654 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1655 arrow->skill = bow->skill;
1867 1656
1868 arrow->direction = dir; 1657 arrow->direction = dir;
1869 arrow->x = sx; 1658 arrow->x = sx;
1870 arrow->y = sy; 1659 arrow->y = sy;
1871 1660
1872 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1873 { 1662 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1664 op->update_stats ();
1876 } 1665 }
1877 1666
1878 SET_ANIMATION (arrow, arrow->direction); 1667 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1668 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1669 arrow->stats.hp = arrow->stats.dam;
1912 } 1701 }
1913 1702
1914 if (arrow->attacktype == AT_PHYSICAL) 1703 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1704 arrow->attacktype |= bow->attacktype;
1916 1705
1917 if (bow->slaying != NULL) 1706 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1707 arrow->slaying = bow->slaying;
1919 1708
1920 arrow->map = m; 1709 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1710 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1711 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1827 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1828 item->face = item->arch->clone.face;
2040 item->speed = 0; 1829 item->speed = 0;
2041 update_ob_speed (item); 1830 update_ob_speed (item);
2042 } 1831 }
2043 if ((tmp = is_player_inv (item))) 1832 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1833 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1834 }
2046 } 1835 }
2047 else if (item->type == ROD || item->type == HORN) 1836 else if (item->type == ROD || item->type == HORN)
2048 { 1837 {
2198 * 0 otherwise 1987 * 0 otherwise
2199 */ 1988 */
2200static int 1989static int
2201player_attack_door (object *op, object *door) 1990player_attack_door (object *op, object *door)
2202{ 1991{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1992 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1993 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1994 * otherwise, we fall through to the rest of the code.
2207 */ 1995 */
2208 object *key = find_key (op, op, door); 1996 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2034 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2035 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2036 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2037 * going to try and move (not fire weapons).
2250 */ 2038 */
2251
2252void 2039void
2253move_player_attack (object *op, int dir) 2040move_player_attack (object *op, int dir)
2254{ 2041{
2255 object *tmp, *mon; 2042 object *tmp, *mon;
2256 sint16 nx, ny; 2043 sint16 nx, ny;
2258 maptile *m; 2045 maptile *m;
2259 2046
2260 nx = freearr_x[dir] + op->x; 2047 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2048 ny = freearr_y[dir] + op->y;
2262 2049
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2050 on_battleground = op_on_battleground (op, 0, 0);
2264 2051
2265 /* If braced, or can't move to the square, and it is not out of the 2052 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2053 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2054 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2055 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2067 return; /* Don't think this should happen */
2281 } 2068 }
2282 else 2069 else
2283 m = op->map; 2070 m = op->map;
2284 2071
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2073 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2075 return;
2289 } 2076 }
2290 2077
2291 mon = NULL; 2078 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2079 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2080 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2081 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2082 * on the space
2296 */ 2083 */
2297 while (tmp != NULL) 2084 while (tmp)
2298 { 2085 {
2299 if (tmp == op) 2086 if (tmp == op)
2300 { 2087 {
2301 tmp = tmp->above; 2088 tmp = tmp->above;
2302 continue; 2089 continue;
2312 mon = tmp; 2099 mon = tmp;
2313 2100
2314 tmp = tmp->above; 2101 tmp = tmp->above;
2315 } 2102 }
2316 2103
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2104 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2105 return; /* into a wall */
2319 2106
2320 if (mon->head != NULL) 2107 if (mon->head)
2321 mon = mon->head; 2108 mon = mon->head;
2322 2109
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2110 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2111 if (player_attack_door (op, mon))
2325 return; 2112 return;
2362 * attack them either. 2149 * attack them either.
2363 */ 2150 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2151 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2152 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2153#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2154 (op->contr->peaceful
2368 || (mon->type == PLAYER 2155 || (mon->type == PLAYER
2369 && mon->contr-> 2156 && mon->contr->
2370 peaceful)) && 2157 peaceful)) &&
2371#else 2158#else
2372 op->contr->peaceful && 2159 op->contr->peaceful &&
2373#endif 2160#endif
2374 !on_battleground)) 2161 !on_battleground))
2375 { 2162 {
2376 if (!op->contr->braced) 2163 if (!op->contr->braced)
2377 { 2164 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2166 (void) push_ob (mon, dir, op);
2380 } 2167 }
2381 else 2168 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2169 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2170
2385 if (op->contr->tmp_invis || op->hide) 2171 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2172 make_visible (op);
2387 } 2173 }
2388 2174
2389 /* If the object is a boulder or other rollable object, then 2175 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2203 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2204
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2205 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2206 }
2421 2207
2422 skill_attack (mon, op, 0, NULL, NULL); 2208 skill_attack (mon, op, 0, 0, 0);
2423 2209
2424 /* If attacking another player, that player gets automatic 2210 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2211 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2212 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2213 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2215 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2216 {
2431 short luck = mon->stats.luck; 2217 short luck = mon->stats.luck;
2432 2218
2433 mon->contr->has_hit = 1; 2219 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2220 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2221 mon->stats.luck = luck;
2436 } 2222 }
2223
2437 if (action_makes_visible (op)) 2224 if (action_makes_visible (op))
2438 make_visible (op); 2225 make_visible (op);
2439 } 2226 }
2440 } /* if player should attack something */ 2227 } /* if player should attack something */
2441} 2228}
2476 2263
2477 /* Add special check for newcs players and fire on - this way, the 2264 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2265 * server can handle repeat firing.
2479 */ 2266 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2267 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2268 op->direction = dir;
2483 }
2484 else 2269 else
2485 {
2486 op->direction = 0; 2270 op->direction = 0;
2487 } 2271
2488 /* Update how the player looks. Use the facing, so direction may 2272 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2273 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2274 * for players.
2491 */ 2275 */
2492 animate_object (op, op->facing); 2276 animate_object (op, op->facing);
2544 2328
2545 /* call this here - we also will call this in do_ericserver, but 2329 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2330 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2331 * called, so we recheck it here.
2548 */ 2332 */
2549 op->contr->socket->handle_command (); 2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2335 ;
2336
2550 if (op->speed_left < 0) 2337 if (op->speed_left < 0)
2551 return 0; 2338 return 0;
2552 2339
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2340 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2341 {
2591 op->stats.hp = op->stats.maxhp; 2378 op->stats.hp = op->stats.maxhp;
2592 2379
2593 if (op->stats.food < 0) 2380 if (op->stats.food < 0)
2594 op->stats.food = 999; 2381 op->stats.food = 999;
2595 2382
2596 fix_player (op); 2383 op->update_stats ();
2597 return 1; 2384 return 1;
2598 } 2385 }
2599 2386
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2387 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2388 CLEAR_FLAG (op, FLAG_LIFESAVE);
2631 remove_unpaid_objects (op->inv, env); 2418 remove_unpaid_objects (op->inv, env);
2632 2419
2633 op = next; 2420 op = next;
2634 } 2421 }
2635} 2422}
2636
2637 2423
2638/* 2424/*
2639 * Returns pointer a static string containing gravestone text 2425 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2426 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2427 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2462 strcat (buf2, buf);
2677 2463
2678 return buf2; 2464 return buf2;
2679} 2465}
2680
2681
2682 2466
2683void 2467void
2684do_some_living (object *op) 2468do_some_living (object *op)
2685{ 2469{
2686 int last_food = op->stats.food; 2470 int last_food = op->stats.food;
2695 const int max_grace = 1; 2479 const int max_grace = 1;
2696 2480
2697 if (op->contr->outputs_sync) 2481 if (op->contr->outputs_sync)
2698 { 2482 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2483 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2700 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2484 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2701 flush_output_element (op, &op->contr->outputs[i]); 2485 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2486 }
2703 2487
2704 if (op->contr->state == ST_PLAYING) 2488 if (op->contr->ns->state == ST_PLAYING)
2705 { 2489 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2490 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2491 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2492 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2493 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2494 else
2712 { 2495 {
2713 gen_hp = op->stats.maxhp; 2496 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2497 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2498 }
2499
2716 if (op->contr->gen_sp >= 0) 2500 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2501 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2502 else
2719 { 2503 {
2720 gen_sp = op->stats.maxsp; 2504 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2505 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2506 }
2507
2723 if (op->contr->gen_grace >= 0) 2508 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2509 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2510 else
2726 { 2511 {
2727 gen_grace = op->stats.maxgrace; 2512 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2530 op->stats.food = last_food;
2746 } 2531 }
2747 } 2532 }
2533
2748 if (max_sp > 1) 2534 if (max_sp > 1)
2749 { 2535 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2536 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2537 if (over_sp > 0)
2752 { 2538 {
2753 if (op->stats.sp < op->stats.maxsp) 2539 if (op->stats.sp < op->stats.maxsp)
2754 { 2540 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2541 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2542
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2543 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2544 op->stats.sp--;
2545
2758 if (op->stats.sp > op->stats.maxsp) 2546 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2547 op->stats.sp = op->stats.maxsp;
2760 } 2548 }
2761 op->last_sp = 0; 2549 op->last_sp = 0;
2762 } 2550 }
2763 else 2551 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2552 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2553 }
2768 else 2554 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2556 }
2773 2557
2774 /* Regenerate Grace */ 2558 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2559 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2560 if (--op->last_grace < 0)
2777 { 2561 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2562 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2563 op->stats.grace++; /* no penalty in food for regaining grace */
2564
2780 if (max_grace > 1) 2565 if (max_grace > 1)
2781 { 2566 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2567 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2568 if (over_grace > 0)
2784 { 2569 {
2812 op->stats.food += op->contr->digestion; 2597 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2598 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2599 op->stats.food = last_food;
2815 } 2600 }
2816 } 2601 }
2602
2817 if (max_hp > 1) 2603 if (max_hp > 1)
2818 { 2604 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2605 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2606 if (over_hp > 0)
2821 { 2607 {
2845 2631
2846 if (op->contr->gen_hp > 0) 2632 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2633 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2634 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2635 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2636
2850 /* dms do not consume food */ 2637 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2638 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2639 op->stats.food--;
2853 } 2640 }
2854 }
2855 2641
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2642 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2643 {
2858 object *tmp, *flesh = NULL; 2644 object *tmp, *flesh = 0;
2859 2645
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2646 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2647 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2648 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2649 {
2650 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2651 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2652 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2653 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2654 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2655 break;
2870 } 2656 }
2871 else if (tmp->type == FLESH) 2657 else if (tmp->type == FLESH)
2872 flesh = tmp; 2658 flesh = tmp;
2873 } /* End if paid for object */ 2659 } /* End if paid for object */
2874 } /* end of for loop */ 2660 } /* end of for loop */
2661
2875 /* If player is still starving, it means they don't have any food, so 2662 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2663 * eat flesh instead.
2877 */ 2664 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2665 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2666 {
2880 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.");
2881 manual_apply (op, flesh, 0); 2668 manual_apply (op, flesh, 0);
2882 } 2669 }
2883 } /* end if player is starving */ 2670 }
2884 2671
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2672 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2673 op->stats.food++, op->stats.hp--;
2887 2674
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2675 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2676 kill_player (op);
2677 }
2890} 2678}
2891
2892
2893 2679
2894/* If the player should die (lack of hp, food, etc), we call this. 2680/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2681 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2682 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2683 * file.
3004 x = op->x; 2790 x = op->x;
3005 y = op->y; 2791 y = op->y;
3006 map = op->map; 2792 map = op->map;
3007 2793
3008 2794
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2795 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2796 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2797 * See the config.h file for a little more in depth detail about this.
3014 */ 2798 */
3015 2799
3016 /* Basically two ways to go - remove a stat permanently, or just 2800 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2801 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2802 * of death.
3019 */ 2803 */
3020#ifndef COZY_SERVER 2804#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2805 if (settings.balanced_stat_loss)
3022 { 2806 {
3023 /* If stat loss is permanent, lose one stat only. */ 2807 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2808 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2809 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2810 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2811 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2812 little bit harder. */
3029 /* GD */ 2813 /* GD */
3030 if (settings.stat_loss_on_death) 2814 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2815 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2816 else
3036 { 2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 }
2819 else
2820 {
3037 num_stats_lose = 1; 2821 num_stats_lose = 1;
3038 } 2822 }
3039 lost_a_stat = 0; 2823 lost_a_stat = 0;
3040 2824
3041 for (z = 0; z < num_stats_lose; z++) 2825 for (z = 0; z < num_stats_lose; z++)
3042 { 2826 {
3043 i = RANDOM () % NUM_STATS; 2827 i = RANDOM () % NUM_STATS;
3044 2828
3045 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3046 { 2830 {
3047 /* Pick a random stat and take a point off it. Tell the player 2831 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2832 * what he lost.
3049 */ 2833 */
3050 change_attr_value (&(op->stats), i, -1); 2834 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2835 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2836 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2837 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2839 lost_a_stat = 1;
2840 }
2841 else
2842 {
2843 /* deplete a stat */
2844 archetype *deparch = archetype::find ("depletion");
2845 object *dep;
2846
2847 dep = present_arch_in_ob (deparch, op);
2848 if (!dep)
2849 {
2850 dep = arch_to_object (deparch);
2851 insert_ob_in_ob (dep, op);
3056 } 2852 }
3057 else 2853 lose_this_stat = 1;
2854 if (settings.balanced_stat_loss)
3058 { 2855 {
3059 /* deplete a stat */ 2856 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2857 /* Get the stat that we're about to deplete. */
3061 object *dep; 2858 this_stat = get_attr_value (&(dep->stats), i);
3062 2859 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2860 {
3066 dep = arch_to_object (deparch); 2861 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2862 int keep_chance = this_stat * this_stat;
3068 } 2863
3069 lose_this_stat = 1; 2864 /* Yes, I am paranoid. Sue me. */
3070 if (settings.balanced_stat_loss)
3071 {
3072 /* GD */
3073 /* Get the stat that we're about to deplete. */
3074 this_stat = get_attr_value (&(dep->stats), i);
3075 if (this_stat < 0) 2865 if (keep_chance < 1)
2866 keep_chance = 1;
2867
2868 /* There is a maximum depletion total per level. */
2869 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2870 {
3077 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3078 int keep_chance = this_stat * this_stat;
3079
3080 /* Yes, I am paranoid. Sue me. */
3081 if (keep_chance < 1)
3082 keep_chance = 1;
3083
3084 /* There is a maximum depletion total per level. */
3085 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 {
3087 lose_this_stat = 0; 2871 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2872 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2873 retain the stat. */
3090 }
3091 else
3092 {
3093 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3094 lose_this_stat = 0;
3095 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3096 this_stat, keep_chance, loss_chance,
3097 lose_this_stat?"LOSE":"KEEP"); */
3098 }
3099 } 2874 }
3100 }
3101
3102 if (lose_this_stat)
3103 {
3104 this_stat = get_attr_value (&(dep->stats), i);
3105 /* We could try to do something clever like find another
3106 * stat to reduce if this fails. But chances are, if
3107 * stats have been depleted to -50, all are pretty low
3108 * and should be roughly the same, so it shouldn't make a
3109 * difference.
3110 */ 2875 else
3111 if (this_stat >= -50)
3112 { 2876 {
3113 change_attr_value (&(dep->stats), i, -1); 2877 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3114 SET_FLAG (dep, FLAG_APPLIED);
3115 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3116 fix_player (op);
3117 lost_a_stat = 1; 2878 lose_this_stat = 0;
2879 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2880 this_stat, keep_chance, loss_chance,
2881 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2882 }
3119 } 2883 }
3120 } 2884 }
2885
2886 if (lose_this_stat)
2887 {
2888 this_stat = get_attr_value (&(dep->stats), i);
2889 /* We could try to do something clever like find another
2890 * stat to reduce if this fails. But chances are, if
2891 * stats have been depleted to -50, all are pretty low
2892 * and should be roughly the same, so it shouldn't make a
2893 * difference.
2894 */
2895 if (this_stat >= -50)
2896 {
2897 change_attr_value (&(dep->stats), i, -1);
2898 SET_FLAG (dep, FLAG_APPLIED);
2899 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2900 op->update_stats ();
2901 lost_a_stat = 1;
2902 }
3121 } 2903 }
2904 }
2905 }
3122 /* If no stat lost, tell the player. */ 2906 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2907 if (!lost_a_stat)
3124 { 2908 {
3125 /* determine_god() seems to not work sometimes... why is this? 2909 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2910 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2911 const char *god = determine_god (op);
3128 2912
3129 if (god && (strcmp (god, "none"))) 2913 if (god && (strcmp (god, "none")))
3130 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2914 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2915 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2916 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2917 }
3134#else 2918#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2920#endif
3137 2921
3138 /* Put a gravestone up where the character 'almost' died. List the 2922 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2923 * exp loss on the stone.
3140 */ 2924 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2925 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2926 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2927 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2928 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2929 tmp->name_pl = buf;
3146 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2930 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2931 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2932 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2933 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2934
3151 /**************************************/ 2935 /**************************************/
3152 /* */ 2936 /* */
3153 /* Subtract the experience points, */ 2937 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2938 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2939 /* food, and reset HP's... */
3156 /* */ 2940 /* */
3157 /**************************************/ 2941 /**************************************/
3158 2942
3159 /* remove any poisoning and confusion the character may be suffering. */ 2943 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2944 /* restore player */
3161 at = archetype::find ("poisoning"); 2945 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2946 tmp = present_arch_in_ob (at, op);
3163 2947
3164 if (tmp) 2948 if (tmp)
3165 { 2949 {
3166 tmp->destroy (); 2950 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2952 }
3169 2953
3170 at = archetype::find ("confusion"); 2954 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2956 if (tmp)
3173 { 2957 {
3174 tmp->destroy (); 2958 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2960 }
3177 2961
3178 cure_disease (op, 0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
3179 2963
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2964 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2965 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2966 if (op->stats.food < 100)
3183 op->stats.food = 900; 2967 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2968 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2971
3188 /* 2972 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2973 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back 2974 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2975 * in the map.
3192 */ 2976 */
3193 2977
3194 if (is_in_shop (op)) 2978 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2979 remove_unpaid_objects (op->inv, op);
3196 2980
3197 /****************************************/ 2981 /****************************************/
3198 /* */ 2982 /* */
3199 /* Move player to his current respawn- */ 2983 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2984 /* position (usually last savebed) */
3201 /* */ 2985 /* */
3202 /****************************************/ 2986 /****************************************/
3203 2987
3204 enter_player_savebed (op); 2988 enter_player_savebed (op);
3205 2989
3206 /* Save the player before inserting the force to reduce 2990 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 2991 * chance of abuse.
3208 */ 2992 */
3209 op->contr->braced = 0; 2993 op->contr->braced = 0;
3210 save_player (op, 1); 2994 op->contr->save ();
3211 2995
3212 /* it is possible that the player has blown something up 2996 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2997 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2998 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2999 * on the space that might harm the player.
3216 */ 3000 */
3217 will_kill_again = 0; 3001 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3002 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 3003 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3004 will_kill_again |= tmp->attacktype;
3221 3005
3222 if (will_kill_again) 3006 if (will_kill_again)
3223 { 3007 {
3224 object *force; 3008 object *force;
3225 int at; 3009 int at;
3226 3010
3227 force = get_archetype (FORCE_NAME); 3011 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3012 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3013 force->speed = 0.1;
3230 force->speed_left = -5.0; 3014 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3015 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3016 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3017 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3018 force->resist[at] = 100;
3235 3019
3236 insert_ob_in_ob (force, op); 3020 insert_ob_in_ob (force, op);
3237 fix_player (op); 3021 op->update_stats ();
3238 3022
3239 } 3023 }
3240 3024
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3025 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3242 return;
3243 } /* NOT_PERMADETH */
3244 else
3245 {
3246 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3247 * should probably be embedded in an else statement.
3248 */
3249
3250 op->contr->party = NULL;
3251 if (settings.set_title == TRUE)
3252 op->contr->own_title[0] = '\0';
3253 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3254 check_score (op);
3255
3256 if (op->contr->ranges[range_golem])
3257 {
3258 remove_friendly_object (op->contr->ranges[range_golem]);
3259 op->contr->ranges[range_golem]->destroy ();
3260 op->contr->ranges[range_golem] = 0;
3261 }
3262
3263 loot_object (op); /* Remove some of the items for good */
3264 op->remove ();
3265 op->direction = 0;
3266
3267 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3268 {
3269 delete_character (op->name, 0);
3270 if (settings.resurrection == TRUE)
3271 {
3272 /* save playerfile sans equipment when player dies
3273 ** then save it as player.pl.dead so that future resurrection
3274 ** type spells will work on them nicely
3275 */
3276 delete_character (op->name, 0);
3277 op->stats.hp = op->stats.maxhp;
3278 op->stats.food = 999;
3279
3280 /* set the location of where the person will reappear when */
3281 /* maybe resurrection code should fix map also */
3282 strcpy (op->contr->maplevel, settings.emergency_mapname);
3283 if (op->map != NULL)
3284 op->map = NULL;
3285 op->x = settings.emergency_x;
3286 op->y = settings.emergency_y;
3287 save_player (op, 0);
3288 op->map = map;
3289 /* please see resurrection.c: peterm */
3290 dead_player (op);
3291 }
3292 else
3293 delete_character (op->name, 1);
3294 }
3295
3296 play_again (op);
3297
3298 /* peterm: added to create a corpse at deathsite. */
3299 tmp = arch_to_object (archetype::find ("corpse_pl"));
3300 sprintf (buf, "%s", &op->name);
3301 tmp->name = tmp->name_pl = buf;
3302 tmp->level = op->level;
3303 tmp->x = x;
3304 tmp->y = y;
3305 tmp->msg = gravestone_text (op);
3306 SET_FLAG (tmp, FLAG_UNIQUE);
3307 insert_ob_in_map (tmp, map, NULL, 0);
3308 }
3309} 3026}
3310
3311 3027
3312void 3028void
3313loot_object (object *op) 3029loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3030{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3031 object *tmp, *tmp2, *next;
3316 3032
3317 if (op->container) 3033 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3034 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3035
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3036 for (tmp = op->inv; tmp; tmp = next)
3323 { 3037 {
3324 next = tmp->below; 3038 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3039
3040 if (tmp->invisible)
3326 continue; 3041 continue;
3042
3327 tmp->remove (); 3043 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3044 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3045 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3046 { /* empty container to ground */
3331 loot_object (tmp); 3047 loot_object (tmp);
3353 */ 3069 */
3354 3070
3355void 3071void
3356fix_weight (void) 3072fix_weight (void)
3357{ 3073{
3358 player *pl;
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next) 3074 for (player *pl = first_player; pl; pl = pl->next)
3361 { 3075 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3077
3364 if (old == sum) 3078 if (old == sum)
3365 continue; 3079 continue;
3366 fix_player (pl->ob); 3080 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3081 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3082 }
3369} 3083}
3370 3084
3371void 3085void
3372fix_luck (void) 3086fix_luck (void)
3373{ 3087{
3374 player *pl;
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next) 3088 for (player *pl = first_player; pl; pl = pl->next)
3377 if (!pl->ob->contr->state) 3089 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3090 pl->ob->change_luck (0);
3379} 3091}
3380
3381 3092
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3093/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3094 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3095 * just treat this as any other spell casting object.
3385 */ 3096 */
3386
3387void 3097void
3388cast_dust (object *op, object *throw_ob, int dir) 3098cast_dust (object *op, object *throw_ob, int dir)
3389{ 3099{
3390 object *skop, *spob; 3100 object *skop, *spob;
3391 3101
3436 object *tmp = NULL; 3146 object *tmp = NULL;
3437 3147
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3148 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3149 return 1;
3440 3150
3441 if (op->type == PLAYER)
3442 for (tmp = op->inv; tmp; tmp = tmp->below)
3443 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3444 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3445 return 1;
3446 return 0; 3151 return 0;
3447} 3152}
3448 3153
3449/* look at the surrounding terrain to determine 3154/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3155 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3270 if (mflags & P_OUT_OF_MAP)
3566 continue; 3271 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3272 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3273 continue;
3569 3274
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3275 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3276 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3277 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3278 return 1;
3574 else if (tmp->type == PLAYER) 3279 else if (tmp->type == PLAYER)
3575 { 3280 {
3629 3334
3630 /* only the viewable area the player sees is updated by LOS 3335 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3336 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3337 * for any meaningful values.
3633 */ 3338 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3339 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3340 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3341 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3342 return 1;
3638 op = op->more; 3343 op = op->more;
3639 } 3344 }
3640 return 0; 3345 return 0;
3641} 3346}
3827 { 3532 {
3828 /* forces in the treasurelist can alter the player's stats */ 3533 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3534 object *skin;
3830 3535
3831 /* first get the dragon skin force */ 3536 /* first get the dragon skin force */
3537 shstr_cmp dragon_skin_force ("dragon_skin_force");
3832 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3538 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3539 ;
3540
3833 if (skin == NULL) 3541 if (!skin)
3834 return; 3542 return;
3835 3543
3836 /* adding new spellpath attunements */ 3544 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3545 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3546 {

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