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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 1.60 by root, Sat Dec 23 09:41:55 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 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
213 */ 208 */
214 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
215 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239
240 ob->update_stats ();
241 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0);
245
246 enter_exit (ob, 0);
247
248 send_rules (ob);
249 send_news (ob);
250 display_motd (ob);
251 INVOKE_PLAYER (LOGIN, this);
252}
253
254// the need for this function can be explained
255// by load_object not returning the object
256void
257player::set_object (object *op)
258{
259 ob = op;
260 ob->contr = this; /* this aren't yet in archetype */
261
262 ob->speed_left = 0.5;
263 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271}
272
273player::player ()
274{
216 /* There are some elements we want initialized to non zero value - 275 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point. 276 * we deal with that below this point.
218 */ 277 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 278 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 279 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 280 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 281
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 282 assign (savebed_map, first_map_path); /* Init. respawn position */
230 283
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; 284 gen_sp_armour = 10;
249 p->last_speed = -1; 285 last_speed = -1;
250 p->shoottype = range_none; 286 shoottype = range_none;
251 p->bowtype = bow_normal; 287 bowtype = bow_normal;
252 p->petmode = pet_normal; 288 petmode = pet_normal;
253 p->listening = 10; 289 listening = 10;
254 p->usekeys = containers; 290 usekeys = containers;
255 p->last_weapon_sp = -1; 291 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 292 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 293 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);
265 294
266 /* we need to clear these to -1 and not zero - otherwise, 295 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 296 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 297 * send new values to the client, as things like exp start
269 * at zero. 298 * at zero.
270 */ 299 */
271 for (i = 0; i < NUM_SKILLS; i++) 300 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 301 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 302
277 for (i = 0; i < NROFATTACKS; i++) 303 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 304 last_resist[i] = -1;
279 305
280 p->last_stats.exp = -1; 306 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 307 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 308}
288 309
289/* This loads the first map an puts the player on it. */ 310player::~player ()
290static void
291set_first_map (object *op)
292{ 311{
293 strcpy (op->contr->maplevel, first_map_path); 312 terminate_all_pets (ob);
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */
347 free (stack_items);
348}
349
299/* Tries to add player on the connection passwd in ns. 350/* 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 351 * All we can really get in this is some settings like host and display
301 * mode. 352 * mode.
302 */ 353 */
303 354player *
304int 355player::create ()
305add_player (client *ns)
306{ 356{
307 player *p = new player; 357 player *pl = new player;
308 358
309 p->socket = ns; 359 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 360
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; 361 return pl;
327} 362}
328 363
329/* 364/*
330 * get_player_archetype() return next player archetype from archetype 365 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 366 * list. Not very efficient routine, but used only creating new players.
340 { 375 {
341 if (at == NULL || at->next == NULL) 376 if (at == NULL || at->next == NULL)
342 at = first_archetype; 377 at = first_archetype;
343 else 378 else
344 at = at->next; 379 at = at->next;
380
345 if (at->clone.type == PLAYER) 381 if (at->clone.type == PLAYER)
346 return at; 382 return at;
383
347 if (at == start) 384 if (at == start)
348 { 385 {
349 LOG (llevError, "No Player archetypes\n"); 386 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 387 exit (-1);
351 } 388 }
352 } 389 }
353} 390}
354
355 391
356object * 392object *
357get_nearest_player (object *mon) 393get_nearest_player (object *mon)
358{ 394{
359 object *op = NULL; 395 object *op = NULL;
436 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 474 * is probably not a good thing.
439 */ 475 */
440#define MAX_SPACES 50 476#define MAX_SPACES 50
441
442 477
443/* 478/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 720 /* Need to set up the skill pointers */
686 link_player_skills (pl); 721 link_player_skills (pl);
687} 722}
688 723
689void 724void
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) 725get_party_password (object *op, partylist *party)
774{ 726{
775 if (party == NULL) 727 if (party == NULL)
776 { 728 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 729 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 730 return;
779 } 731 }
732
780 op->contr->write_buf[0] = '\0'; 733 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 734 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 735 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 736 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 737}
785
786 738
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 740static int
789roll_stat (void) 741roll_stat (void)
790{ 742{
791 int a[4], i, j, k; 743 int a[4], i, j, k;
792 744
793 for (i = 0; i < 4; i++) 745 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 748 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 749 if (a[i] < k)
798 k = a[i], j = i; 750 k = a[i], j = i;
799 751
800 for (i = 0, k = 0; i < 4; i++) 752 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 753 if (i != j)
803 k += a[i]; 754 k += a[i];
804 } 755
805 return k; 756 return k;
806} 757}
807 758
808void 759void
809roll_stats (object *op) 760object::roll_stats ()
810{ 761{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 762 int statsort [7];
814 763
815 do 764 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 } 765 {
826 while (sum < 82 || sum > 116); 766 int sum = 0;
767 for (int i = 7; i--; )
768 sum += statsort [i] = roll_stat ();
827 769
770 if (sum >= 82 && sum <= 116)
771 break;
772 }
773
828 /* Sort the stats so that rerolling is easier... */ 774 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 775 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;
836 776
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]; 777 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 778 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 779 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 780 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 781 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 782 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 783 stats.Cha = statsort[6];
861 784
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; 785 stats.exp = 0;
873 op->stats.ac = 0; 786 stats.ac = 0;
874 787
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; 788 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 789 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
794 contr->levhp[1] = 9;
795 contr->levsp[1] = 6;
796 contr->levgrace[1] = 3;
797
883 op->contr->orig_stats = op->stats; 798 contr->orig_stats = stats;
799 }
884} 800}
885 801
886void 802void
887Roll_Again (object *op) 803object::swap_stats (int a, int b)
888{ 804{
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); 805 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)); 806 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); 807 set_attr_value (&contr->orig_stats, b, tmp);
913 808
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; 809 stats.Str = contr->orig_stats.Str;
917 op->stats.Dex = op->contr->orig_stats.Dex; 810 stats.Dex = contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con; 811 stats.Con = contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int; 812 stats.Int = contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis; 813 stats.Wis = contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow; 814 stats.Pow = contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha; 815 stats.Cha = contr->orig_stats.Cha;
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
923 op->stats.ac = 0; 819 stats.ac = 0;
924 820
925 op->level = 1; 821 level = 1;
926 op->stats.exp = 0; 822 stats.exp = 0;
927 op->stats.ac = 0; 823 stats.ac = 0;
928 824
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; 825 stats.hp = stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
936 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
937 op->contr->orig_stats = op->stats; 835 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 { 836 }
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} 837}
1015 838
1016/* This function takes the key that is passed, and does the 839/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 840 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 841 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 842 * separate race and class; this actually changes the RACE,
1020 * not the class. 843 * not the class.
1021 */ 844 */
1022
1023int 845int
1024key_change_class (object *op, char key) 846key_change_class (object *op, char key)
1025{ 847{
1026 int tmp_loop; 848 int tmp_loop;
1027 849
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 850 if (key == 'd' || key == 'D')
1035 { 851 {
1036 char buf[MAX_BUF]; 852 char buf[MAX_BUF];
1037 853
1038 /* this must before then initial items are given */ 854 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 859 create_treasure (tl, op, 0, 0, 0);
1044 860
1045 INVOKE_PLAYER (BIRTH, op->contr); 861 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 862 INVOKE_PLAYER (LOGIN, op->contr);
1047 863
1048 op->contr->state = ST_PLAYING; 864 op->contr->ns->state = ST_PLAYING;
1049 865
1050 if (op->msg) 866 if (op->msg)
1051 op->msg = NULL; 867 op->msg = NULL;
1052 868
1053 /* We create this now because some of the unique maps will need it 869 /* We create this now because some of the unique maps will need it
1062 start_info (op); 878 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 879 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 880 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 881 link_player_skills (op);
1066 esrv_send_inventory (op, op); 882 esrv_send_inventory (op, op);
1067 fix_player (op); 883 op->update_stats ();
1068 884
1069 /* This moves the player to a different start map, if there 885 /* This moves the player to a different start map, if there
1070 * is one for this race 886 * is one for this race
1071 */ 887 */
1072 if (*first_map_ext_path) 888 if (*first_map_ext_path)
1083 * if the map isn't there, then stay on the 899 * if the map isn't there, then stay on the
1084 * default initial map */ 900 * default initial map */
1085 tmp->destroy (); 901 tmp->destroy ();
1086 } 902 }
1087 else 903 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 904 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 905
1091 return 0; 906 return 0;
1092 } 907 }
1093 908
1094 /* Following actually changes the race - this is the default command 909 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 910 * if we don't match with one of the options above.
1099 while (!tmp_loop) 914 while (!tmp_loop)
1100 { 915 {
1101 shstr name = op->name; 916 shstr name = op->name;
1102 int x = op->x, y = op->y; 917 int x = op->x, y = op->y;
1103 918
1104 remove_statbonus (op); 919 op->remove_statbonus ();
1105 op->remove (); 920 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 921 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 922 op->arch->clone.copy_to (op);
1108 op->instantiate (); 923 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 924 op->stats = op->contr->orig_stats;
1111 op->x = x; 926 op->x = x;
1112 op->y = y; 927 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 928 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 929 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 930 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 931 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 932 tmp_loop = allowed_class (op);
1118 } 933 }
1119 934
1120 update_object (op, UP_OBJ_FACE); 935 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 936 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 937 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 938 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 939 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 940 op->stats.grace = 0;
1126 941
1127 if (op->msg) 942 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 943 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 944
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 945 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0; 946 return 0;
1132} 947}
1133 948
1134int 949int
1135key_confirm_quit (object *op, char key) 950key_confirm_quit (object *op, char key)
1136{ 951{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 953 {
1141 op->contr->state = ST_PLAYING; 954 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 956 return 1;
1144 } 957 }
1145 958
1146 INVOKE_PLAYER (LOGOUT, op->contr); 959 INVOKE_PLAYER (LOGOUT, op->contr);
1151 op->direction = 0; 964 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 966
1154 strcpy (op->contr->killer, "quit"); 967 strcpy (op->contr->killer, "quit");
1155 check_score (op); 968 check_score (op);
1156 op->contr->party = NULL; 969 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 970 op->contr->own_title[0] = '\0';
1159 971
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 972 object_ptr ob = op;
1161 {
1162 maptile *mp, *next;
1163 973
974 delete ob->contr;
975
1164 /* We need to hunt for any per player unique maps in memory and 976 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional, 977 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname 978 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */ 979 */
980 char buf[MAX_BUF];
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next) 982
1170 { 983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
1171 next = mp->next; 985 next = mp->next;
986
1172 if (!strncmp (mp->path, buf, strlen (buf))) 987 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp); 988 delete_map (mp);
1174 } 989 }
1175 990
1176 delete_character (op->name, 1); 991 delete_character (ob->name, 1);
1177 }
1178 992
1179 play_again (op);
1180 return 1; 993 return 1;
1181} 994}
1182 995
1183void 996void
1184flee_player (object *op) 997flee_player (object *op)
1215 { 1028 {
1216 op->enemy = NULL; 1029 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1031 return;
1219 } 1032 }
1033
1220 get_rangevector (op, op->enemy, &rv, 0); 1034 get_rangevector (op, op->enemy, &rv, 0);
1221 1035
1222 dir = absdir (4 + rv.direction); 1036 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1037 for (diff = 0; diff < 3; diff++)
1224 { 1038 {
1225 int m = 1 - (RANDOM () & 2); 1039 int m = 1 - (RANDOM () & 2);
1226 1040
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1041 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1042 return;
1230 }
1231 } 1043 }
1044
1232 /* Cornered, get rid of scared */ 1045 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1047 op->enemy = NULL;
1235} 1048}
1236 1049
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 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)))); 1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1137 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1138 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)))); 1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1141 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 } 1142 }
1143
1358 /* philosophy: 1144 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1145 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1146 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1147 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1148 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1149 * example.
1364 * The drawback: right now it has no frontend, so you need to 1150 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1151 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1152 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1578 if (!dir)
1793 { 1579 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1581 return 0;
1796 } 1582 }
1583
1797 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1585 bow = op->contr->ranges[range_bow];
1799 else 1586 else
1800 { 1587 {
1801 for (bow = op->inv; bow; bow = bow->below) 1588 for (bow = op->inv; bow; bow = bow->below)
1809 { 1596 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1598 return 0;
1812 } 1599 }
1813 } 1600 }
1601
1814 if (!bow->race || !bow->skill) 1602 if (!bow->race || !bow->skill)
1815 { 1603 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1605 return 0;
1818 } 1606 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1609
1822 /* penalize ROF for bestarrow */ 1610 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1825 if (bowspeed < 1) 1614 if (bowspeed < 1)
1826 bowspeed = 1; 1615 bowspeed = 1;
1827 1616
1828 if (arrow == NULL) 1617 if (arrow == NULL)
1829 { 1618 {
1835 else 1624 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1625 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1626 return 0;
1838 } 1627 }
1839 } 1628 }
1629
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1631 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1632 return 0;
1844 } 1633
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1634 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1635 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1636 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1637 return 0;
1849 } 1638 }
1855 return 0; 1644 return 0;
1856 } 1645 }
1857 1646
1858 left = arrow; /* these are arrows left to the player */ 1647 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1648 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1649 if (!arrow)
1861 { 1650 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1652 return 0;
1864 } 1653 }
1654
1865 arrow->set_owner (op); 1655 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1656 arrow->skill = bow->skill;
1867 1657
1868 arrow->direction = dir; 1658 arrow->direction = dir;
1869 arrow->x = sx; 1659 arrow->x = sx;
1870 arrow->y = sy; 1660 arrow->y = sy;
1871 1661
1872 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1873 { 1663 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1665 op->update_stats ();
1876 } 1666 }
1877 1667
1878 SET_ANIMATION (arrow, arrow->direction); 1668 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1670 arrow->stats.hp = arrow->stats.dam;
1912 } 1702 }
1913 1703
1914 if (arrow->attacktype == AT_PHYSICAL) 1704 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1705 arrow->attacktype |= bow->attacktype;
1916 1706
1917 if (bow->slaying != NULL) 1707 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1708 arrow->slaying = bow->slaying;
1919 1709
1920 arrow->map = m; 1710 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1711 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1828 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1829 item->face = item->arch->clone.face;
2040 item->speed = 0; 1830 item->speed = 0;
2041 update_ob_speed (item); 1831 update_ob_speed (item);
2042 } 1832 }
2043 if ((tmp = is_player_inv (item))) 1833 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1834 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1835 }
2046 } 1836 }
2047 else if (item->type == ROD || item->type == HORN) 1837 else if (item->type == ROD || item->type == HORN)
2048 { 1838 {
2198 * 0 otherwise 1988 * 0 otherwise
2199 */ 1989 */
2200static int 1990static int
2201player_attack_door (object *op, object *door) 1991player_attack_door (object *op, object *door)
2202{ 1992{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1993 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 1994 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1995 * otherwise, we fall through to the rest of the code.
2207 */ 1996 */
2208 object *key = find_key (op, op, door); 1997 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2035 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2036 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2037 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2038 * going to try and move (not fire weapons).
2250 */ 2039 */
2251
2252void 2040void
2253move_player_attack (object *op, int dir) 2041move_player_attack (object *op, int dir)
2254{ 2042{
2255 object *tmp, *mon; 2043 object *tmp, *mon;
2256 sint16 nx, ny; 2044 sint16 nx, ny;
2258 maptile *m; 2046 maptile *m;
2259 2047
2260 nx = freearr_x[dir] + op->x; 2048 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2049 ny = freearr_y[dir] + op->y;
2262 2050
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2051 on_battleground = op_on_battleground (op, 0, 0);
2264 2052
2265 /* If braced, or can't move to the square, and it is not out of the 2053 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2054 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2055 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2056 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2068 return; /* Don't think this should happen */
2281 } 2069 }
2282 else 2070 else
2283 m = op->map; 2071 m = op->map;
2284 2072
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2074 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2076 return;
2289 } 2077 }
2290 2078
2291 mon = NULL; 2079 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2080 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2081 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2082 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2083 * on the space
2296 */ 2084 */
2297 while (tmp != NULL) 2085 while (tmp)
2298 { 2086 {
2299 if (tmp == op) 2087 if (tmp == op)
2300 { 2088 {
2301 tmp = tmp->above; 2089 tmp = tmp->above;
2302 continue; 2090 continue;
2312 mon = tmp; 2100 mon = tmp;
2313 2101
2314 tmp = tmp->above; 2102 tmp = tmp->above;
2315 } 2103 }
2316 2104
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2105 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2106 return; /* into a wall */
2319 2107
2320 if (mon->head != NULL) 2108 if (mon->head)
2321 mon = mon->head; 2109 mon = mon->head;
2322 2110
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2112 if (player_attack_door (op, mon))
2325 return; 2113 return;
2362 * attack them either. 2150 * attack them either.
2363 */ 2151 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2152 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2154#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2155 (op->contr->peaceful
2368 || (mon->type == PLAYER 2156 || (mon->type == PLAYER
2369 && mon->contr-> 2157 && mon->contr->
2370 peaceful)) && 2158 peaceful)) &&
2371#else 2159#else
2372 op->contr->peaceful && 2160 op->contr->peaceful &&
2373#endif 2161#endif
2374 !on_battleground)) 2162 !on_battleground))
2375 { 2163 {
2376 if (!op->contr->braced) 2164 if (!op->contr->braced)
2377 { 2165 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2167 (void) push_ob (mon, dir, op);
2380 } 2168 }
2381 else 2169 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2170 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2171
2385 if (op->contr->tmp_invis || op->hide) 2172 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2173 make_visible (op);
2387 } 2174 }
2388 2175
2389 /* If the object is a boulder or other rollable object, then 2176 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2204 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2205
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2207 }
2421 2208
2422 skill_attack (mon, op, 0, NULL, NULL); 2209 skill_attack (mon, op, 0, 0, 0);
2423 2210
2424 /* If attacking another player, that player gets automatic 2211 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2212 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2213 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2214 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2217 {
2431 short luck = mon->stats.luck; 2218 short luck = mon->stats.luck;
2432 2219
2433 mon->contr->has_hit = 1; 2220 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2221 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2222 mon->stats.luck = luck;
2436 } 2223 }
2224
2437 if (action_makes_visible (op)) 2225 if (action_makes_visible (op))
2438 make_visible (op); 2226 make_visible (op);
2439 } 2227 }
2440 } /* if player should attack something */ 2228 } /* if player should attack something */
2441} 2229}
2476 2264
2477 /* Add special check for newcs players and fire on - this way, the 2265 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2266 * server can handle repeat firing.
2479 */ 2267 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2268 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2269 op->direction = dir;
2483 }
2484 else 2270 else
2485 {
2486 op->direction = 0; 2271 op->direction = 0;
2487 } 2272
2488 /* Update how the player looks. Use the facing, so direction may 2273 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2274 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2275 * for players.
2491 */ 2276 */
2492 animate_object (op, op->facing); 2277 animate_object (op, op->facing);
2544 2329
2545 /* call this here - we also will call this in do_ericserver, but 2330 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2331 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2332 * called, so we recheck it here.
2548 */ 2333 */
2549 op->contr->socket->handle_command (); 2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337
2550 if (op->speed_left < 0) 2338 if (op->speed_left < 0)
2551 return 0; 2339 return 0;
2552 2340
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2341 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2342 {
2591 op->stats.hp = op->stats.maxhp; 2379 op->stats.hp = op->stats.maxhp;
2592 2380
2593 if (op->stats.food < 0) 2381 if (op->stats.food < 0)
2594 op->stats.food = 999; 2382 op->stats.food = 999;
2595 2383
2596 fix_player (op); 2384 op->update_stats ();
2597 return 1; 2385 return 1;
2598 } 2386 }
2599 2387
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2388 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2389 CLEAR_FLAG (op, FLAG_LIFESAVE);
2631 remove_unpaid_objects (op->inv, env); 2419 remove_unpaid_objects (op->inv, env);
2632 2420
2633 op = next; 2421 op = next;
2634 } 2422 }
2635} 2423}
2636
2637 2424
2638/* 2425/*
2639 * Returns pointer a static string containing gravestone text 2426 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2427 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2428 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2463 strcat (buf2, buf);
2677 2464
2678 return buf2; 2465 return buf2;
2679} 2466}
2680
2681
2682 2467
2683void 2468void
2684do_some_living (object *op) 2469do_some_living (object *op)
2685{ 2470{
2686 int last_food = op->stats.food; 2471 int last_food = op->stats.food;
2695 const int max_grace = 1; 2480 const int max_grace = 1;
2696 2481
2697 if (op->contr->outputs_sync) 2482 if (op->contr->outputs_sync)
2698 { 2483 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2484 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) 2485 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]); 2486 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2487 }
2703 2488
2704 if (op->contr->state == ST_PLAYING) 2489 if (op->contr->ns->state == ST_PLAYING)
2705 { 2490 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2491 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2492 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2493 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2494 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2495 else
2712 { 2496 {
2713 gen_hp = op->stats.maxhp; 2497 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2498 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2499 }
2500
2716 if (op->contr->gen_sp >= 0) 2501 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2502 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2503 else
2719 { 2504 {
2720 gen_sp = op->stats.maxsp; 2505 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2506 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2507 }
2508
2723 if (op->contr->gen_grace >= 0) 2509 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2511 else
2726 { 2512 {
2727 gen_grace = op->stats.maxgrace; 2513 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2531 op->stats.food = last_food;
2746 } 2532 }
2747 } 2533 }
2534
2748 if (max_sp > 1) 2535 if (max_sp > 1)
2749 { 2536 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2537 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2538 if (over_sp > 0)
2752 { 2539 {
2753 if (op->stats.sp < op->stats.maxsp) 2540 if (op->stats.sp < op->stats.maxsp)
2754 { 2541 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2545 op->stats.sp--;
2546
2758 if (op->stats.sp > op->stats.maxsp) 2547 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2548 op->stats.sp = op->stats.maxsp;
2760 } 2549 }
2761 op->last_sp = 0; 2550 op->last_sp = 0;
2762 } 2551 }
2763 else 2552 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2554 }
2768 else 2555 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2557 }
2773 2558
2774 /* Regenerate Grace */ 2559 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2561 if (--op->last_grace < 0)
2777 { 2562 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2563 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2564 op->stats.grace++; /* no penalty in food for regaining grace */
2565
2780 if (max_grace > 1) 2566 if (max_grace > 1)
2781 { 2567 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2568 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2569 if (over_grace > 0)
2784 { 2570 {
2812 op->stats.food += op->contr->digestion; 2598 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2599 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2600 op->stats.food = last_food;
2815 } 2601 }
2816 } 2602 }
2603
2817 if (max_hp > 1) 2604 if (max_hp > 1)
2818 { 2605 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2607 if (over_hp > 0)
2821 { 2608 {
2845 2632
2846 if (op->contr->gen_hp > 0) 2633 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2635 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637
2850 /* dms do not consume food */ 2638 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2639 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2640 op->stats.food--;
2853 } 2641 }
2854 }
2855 2642
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2643 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2644 {
2858 object *tmp, *flesh = NULL; 2645 object *tmp, *flesh = 0;
2859 2646
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2647 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2648 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2650 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2652 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2654 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2655 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2656 break;
2870 } 2657 }
2871 else if (tmp->type == FLESH) 2658 else if (tmp->type == FLESH)
2872 flesh = tmp; 2659 flesh = tmp;
2873 } /* End if paid for object */ 2660 } /* End if paid for object */
2874 } /* end of for loop */ 2661 } /* end of for loop */
2662
2875 /* If player is still starving, it means they don't have any food, so 2663 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2664 * eat flesh instead.
2877 */ 2665 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2667 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2669 manual_apply (op, flesh, 0);
2882 } 2670 }
2883 } /* end if player is starving */ 2671 }
2884 2672
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2673 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2674 op->stats.food++, op->stats.hp--;
2887 2675
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2677 kill_player (op);
2678 }
2890} 2679}
2891
2892
2893 2680
2894/* If the player should die (lack of hp, food, etc), we call this. 2681/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2682 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2683 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2684 * file.
3004 x = op->x; 2791 x = op->x;
3005 y = op->y; 2792 y = op->y;
3006 map = op->map; 2793 map = op->map;
3007 2794
3008 2795
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2796 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2797 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2798 * See the config.h file for a little more in depth detail about this.
3014 */ 2799 */
3015 2800
3016 /* Basically two ways to go - remove a stat permanently, or just 2801 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2802 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2803 * of death.
3019 */ 2804 */
3020#ifndef COZY_SERVER 2805#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2806 if (settings.balanced_stat_loss)
3022 { 2807 {
3023 /* If stat loss is permanent, lose one stat only. */ 2808 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2809 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2810 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2811 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2812 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2813 little bit harder. */
3029 /* GD */ 2814 /* GD */
3030 if (settings.stat_loss_on_death) 2815 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2816 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2817 else
3036 { 2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 }
2820 else
2821 {
3037 num_stats_lose = 1; 2822 num_stats_lose = 1;
3038 } 2823 }
3039 lost_a_stat = 0; 2824 lost_a_stat = 0;
3040 2825
3041 for (z = 0; z < num_stats_lose; z++) 2826 for (z = 0; z < num_stats_lose; z++)
3042 { 2827 {
3043 i = RANDOM () % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
3044 2829
3045 if (settings.stat_loss_on_death) 2830 if (settings.stat_loss_on_death)
3046 { 2831 {
3047 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2833 * what he lost.
3049 */ 2834 */
3050 change_attr_value (&(op->stats), i, -1); 2835 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2836 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2840 lost_a_stat = 1;
2841 }
2842 else
2843 {
2844 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion");
2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2850 {
2851 dep = arch_to_object (deparch);
2852 insert_ob_in_ob (dep, op);
3056 } 2853 }
3057 else 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
3058 { 2856 {
3059 /* deplete a stat */ 2857 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2858 /* Get the stat that we're about to deplete. */
3061 object *dep; 2859 this_stat = get_attr_value (&(dep->stats), i);
3062 2860 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2861 {
3066 dep = arch_to_object (deparch); 2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2863 int keep_chance = this_stat * this_stat;
3068 } 2864
3069 lose_this_stat = 1; 2865 /* 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) 2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2871 {
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; 2872 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2873 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2874 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 } 2875 }
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 */ 2876 else
3111 if (this_stat >= -50)
3112 { 2877 {
3113 change_attr_value (&(dep->stats), i, -1); 2878 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; 2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2883 }
3119 } 2884 }
3120 } 2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2890 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a
2894 * difference.
2895 */
2896 if (this_stat >= -50)
2897 {
2898 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats ();
2902 lost_a_stat = 1;
2903 }
3121 } 2904 }
2905 }
2906 }
3122 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2908 if (!lost_a_stat)
3124 { 2909 {
3125 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2911 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2912 const char *god = determine_god (op);
3128 2913
3129 if (god && (strcmp (god, "none"))) 2914 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); 2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2916 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2918 }
3134#else 2919#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2921#endif
3137 2922
3138 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2924 * exp loss on the stone.
3140 */ 2925 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2928 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2930 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); 2931 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2932 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2933 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2935
3151 /**************************************/ 2936 /**************************************/
3152 /* */ 2937 /* */
3153 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
3156 /* */ 2941 /* */
3157 /**************************************/ 2942 /**************************************/
3158 2943
3159 /* remove any poisoning and confusion the character may be suffering. */ 2944 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2945 /* restore player */
3161 at = archetype::find ("poisoning"); 2946 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
3163 2948
3164 if (tmp) 2949 if (tmp)
3165 { 2950 {
3166 tmp->destroy (); 2951 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2953 }
3169 2954
3170 at = archetype::find ("confusion"); 2955 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2957 if (tmp)
3173 { 2958 {
3174 tmp->destroy (); 2959 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2961 }
3177 2962
3178 cure_disease (op, 0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
3179 2964
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2966 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2967 if (op->stats.food < 100)
3183 op->stats.food = 900; 2968 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2972
3188 /* 2973 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2974 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back 2975 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2976 * in the map.
3192 */ 2977 */
3193 2978
3194 if (is_in_shop (op)) 2979 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
3196 2981
3197 /****************************************/ 2982 /****************************************/
3198 /* */ 2983 /* */
3199 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
3201 /* */ 2986 /* */
3202 /****************************************/ 2987 /****************************************/
3203 2988
3204 enter_player_savebed (op); 2989 enter_player_savebed (op);
3205 2990
3206 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 2992 * chance of abuse.
3208 */ 2993 */
3209 op->contr->braced = 0; 2994 op->contr->braced = 0;
3210 save_player (op, 1); 2995 op->contr->save ();
3211 2996
3212 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 3000 * on the space that might harm the player.
3216 */ 3001 */
3217 will_kill_again = 0; 3002 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
3221 3006
3222 if (will_kill_again) 3007 if (will_kill_again)
3223 { 3008 {
3224 object *force; 3009 object *force;
3225 int at; 3010 int at;
3226 3011
3227 force = get_archetype (FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3014 force->speed = 0.1;
3230 force->speed_left = -5.0; 3015 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3017 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3019 force->resist[at] = 100;
3235 3020
3236 insert_ob_in_ob (force, op); 3021 insert_ob_in_ob (force, op);
3237 fix_player (op); 3022 op->update_stats ();
3238 3023
3239 } 3024 }
3240 3025
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3026 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} 3027}
3310
3311 3028
3312void 3029void
3313loot_object (object *op) 3030loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3031{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3032 object *tmp, *tmp2, *next;
3316 3033
3317 if (op->container) 3034 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3035 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3036
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3037 for (tmp = op->inv; tmp; tmp = next)
3323 { 3038 {
3324 next = tmp->below; 3039 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3040
3041 if (tmp->invisible)
3326 continue; 3042 continue;
3043
3327 tmp->remove (); 3044 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3046 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3047 { /* empty container to ground */
3331 loot_object (tmp); 3048 loot_object (tmp);
3353 */ 3070 */
3354 3071
3355void 3072void
3356fix_weight (void) 3073fix_weight (void)
3357{ 3074{
3358 player *pl;
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next) 3075 for (player *pl = first_player; pl; pl = pl->next)
3361 { 3076 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3078
3364 if (old == sum) 3079 if (old == sum)
3365 continue; 3080 continue;
3366 fix_player (pl->ob); 3081 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3083 }
3369} 3084}
3370 3085
3371void 3086void
3372fix_luck (void) 3087fix_luck (void)
3373{ 3088{
3374 player *pl;
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next) 3089 for (player *pl = first_player; pl; pl = pl->next)
3377 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3091 pl->ob->change_luck (0);
3379} 3092}
3380
3381 3093
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3385 */ 3097 */
3386
3387void 3098void
3388cast_dust (object *op, object *throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3389{ 3100{
3390 object *skop, *spob; 3101 object *skop, *spob;
3391 3102
3436 object *tmp = NULL; 3147 object *tmp = NULL;
3437 3148
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3150 return 1;
3440 3151
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; 3152 return 0;
3447} 3153}
3448 3154
3449/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3271 if (mflags & P_OUT_OF_MAP)
3566 continue; 3272 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3274 continue;
3569 3275
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3277 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3279 return 1;
3574 else if (tmp->type == PLAYER) 3280 else if (tmp->type == PLAYER)
3575 { 3281 {
3629 3335
3630 /* only the viewable area the player sees is updated by LOS 3336 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3337 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3338 * for any meaningful values.
3633 */ 3339 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3343 return 1;
3638 op = op->more; 3344 op = op->more;
3639 } 3345 }
3640 return 0; 3346 return 0;
3641} 3347}
3827 { 3533 {
3828 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3535 object *skin;
3830 3536
3831 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3538 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); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540 ;
3541
3833 if (skin == NULL) 3542 if (!skin)
3834 return; 3543 return;
3835 3544
3836 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3547 {

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