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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 1.61 by root, Sat Dec 23 13:56:25 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 for_all_players (pl)
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 41 return pl;
46 }; 42
47 return NULL; 43 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} 44}
75 45
76void 46void
77display_motd (const object *op) 47display_motd (const object *op)
78{ 48{
82 int comp; 52 int comp;
83 int size; 53 int size;
84 54
85 sprintf (buf, "%s/%s", settings.confdir, settings.motd); 55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 {
88 return; 57 return;
89 } 58
90 motd[0] = '\0'; 59 motd[0] = '\0';
91 size = 0; 60 size = 0;
61
92 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
93 { 63 {
94 if (*buf == '#') 64 if (*buf == '#')
95 continue; 65 continue;
66
96 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
97 size += strlen (buf); 68 size += strlen (buf);
98 } 69 }
70
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
100 close_and_delete (fp, comp); 72 close_and_delete (fp, comp);
101} 73}
102 74
103void 75void
109 int comp; 81 int comp;
110 int size; 82 int size;
111 83
112 sprintf (buf, "%s/%s", settings.confdir, settings.rules); 84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 {
115 return; 86 return;
116 } 87
117 rules[0] = '\0'; 88 rules[0] = '\0';
118 size = 0; 89 size = 0;
90
119 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
120 { 92 {
121 if (*buf == '#') 93 if (*buf == '#')
122 continue; 94 continue;
95
123 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
124 { 97 {
125 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
126 break; 99 break;
127 } 100 }
101
128 strncat (rules + size, buf, HUGE_BUF - size); 102 strncat (rules + size, buf, HUGE_BUF - size);
129 size += strlen (buf); 103 size += strlen (buf);
130 } 104 }
105
131 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
132 close_and_delete (fp, comp); 107 close_and_delete (fp, comp);
133} 108}
134 109
135void 110void
143 int size; 118 int size;
144 119
145 sprintf (buf, "%s/%s", settings.confdir, settings.news); 120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
146 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) 121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
147 return; 122 return;
123
148 news[0] = '\0'; 124 news[0] = '\0';
149 subject[0] = '\0'; 125 subject[0] = '\0';
150 size = 0; 126 size = 0;
127
151 while (fgets (buf, MAX_BUF, fp) != NULL) 128 while (fgets (buf, MAX_BUF, fp) != NULL)
152 { 129 {
153 if (*buf == '#') 130 if (*buf == '#')
154 continue; 131 continue;
132
155 if (*buf == '%') 133 if (*buf == '%')
156 { /* send one news */ 134 { /* send one news */
157 if (size > 0) 135 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 */ 136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
159 strcpy (subject, buf + 1); 137 strcpy (subject, buf + 1);
176 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 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); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
178 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
179} 157}
180 158
181int 159/* This loads the first map an puts the player on it. */
182playername_ok (const char *cp) 160static void
161set_first_map (object *op)
183{ 162{
184 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
185 if (*cp == '-' || *cp == '_') 164 op->x = -1;
186 return 0; 165 op->y = -1;
187 166 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} 167}
193 168
194/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
195 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
196 * Caller is responsible for setting the correct map. 171void
197 */ 172player::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{ 173{
208 object *op = arch_to_object (get_player_archetype (0)); 174 this->ns = ns;
209 int i; 175 ns->pl = this;
210 176
211 /* Clears basically the entire player structure except 177 next = first_player;
212 * for next and socket. 178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
213 */ 206 */
214 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
215 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
216 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point. 274 * we deal with that below this point.
218 */ 275 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 279
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
230 281
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; 282 gen_sp_armour = 10;
249 p->last_speed = -1; 283 last_speed = -1;
250 p->shoottype = range_none; 284 shoottype = range_none;
251 p->bowtype = bow_normal; 285 bowtype = bow_normal;
252 p->petmode = pet_normal; 286 petmode = pet_normal;
253 p->listening = 10; 287 listening = 10;
254 p->usekeys = containers; 288 usekeys = containers;
255 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 291 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);
265 292
266 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
269 * at zero. 296 * at zero.
270 */ 297 */
271 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 300
277 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 302 last_resist[i] = -1;
279 303
280 p->last_stats.exp = -1; 304 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 306}
288 307
289/* This loads the first map an puts the player on it. */ 308player::~player ()
290static void
291set_first_map (object *op)
292{ 309{
293 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
299/* Tries to add player on the connection passwd in ns. 348/* 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 349 * All we can really get in this is some settings like host and display
301 * mode. 350 * mode.
302 */ 351 */
303 352player *
304int 353player::create ()
305add_player (client *ns)
306{ 354{
307 player *p = new player; 355 player *pl = new player;
308 356
309 p->socket = ns; 357 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 358
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; 359 return pl;
327} 360}
328 361
329/* 362/*
330 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
340 { 373 {
341 if (at == NULL || at->next == NULL) 374 if (at == NULL || at->next == NULL)
342 at = first_archetype; 375 at = first_archetype;
343 else 376 else
344 at = at->next; 377 at = at->next;
378
345 if (at->clone.type == PLAYER) 379 if (at->clone.type == PLAYER)
346 return at; 380 return at;
381
347 if (at == start) 382 if (at == start)
348 { 383 {
349 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 385 exit (-1);
351 } 386 }
352 } 387 }
353} 388}
354 389
355
356object * 390object *
357get_nearest_player (object *mon) 391get_nearest_player (object *mon)
358{ 392{
359 object *op = NULL; 393 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 394 objectlink *ol;
362 unsigned lastdist; 395 unsigned lastdist;
363 rv_vector rv; 396 rv_vector rv;
364 397
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 { 430 {
398 op = ol->ob; 431 op = ol->ob;
399 lastdist = rv.distance; 432 lastdist = rv.distance;
400 } 433 }
401 } 434 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 435
403 { 436 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 437 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 438 if (lastdist > rv.distance)
408 { 439 {
409 op = pl->ob; 440 op = pl->ob;
410 lastdist = rv.distance; 441 lastdist = rv.distance;
411 } 442 }
412 } 443
413 }
414#if 0 444#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 445 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 446#endif
417 return op; 447 return op;
418} 448}
436 * circling behaviour. Unfortunately, this function is also used to determined 466 * 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 467 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 468 * is probably not a good thing.
439 */ 469 */
440#define MAX_SPACES 50 470#define MAX_SPACES 50
441
442 471
443/* 472/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 473 * 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 474 * 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 475 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
686 link_player_skills (pl); 715 link_player_skills (pl);
687} 716}
688 717
689void 718void
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) 719get_party_password (object *op, partylist *party)
774{ 720{
775 if (party == NULL) 721 if (party == NULL)
776 { 722 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 723 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 724 return;
779 } 725 }
726
780 op->contr->write_buf[0] = '\0'; 727 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 728 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 729 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 730 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 731}
785
786 732
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 733/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 734static int
789roll_stat (void) 735roll_stat (void)
790{ 736{
791 int a[4], i, j, k; 737 int a[4], i, j, k;
792 738
793 for (i = 0; i < 4; i++) 739 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 742 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 743 if (a[i] < k)
798 k = a[i], j = i; 744 k = a[i], j = i;
799 745
800 for (i = 0, k = 0; i < 4; i++) 746 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 747 if (i != j)
803 k += a[i]; 748 k += a[i];
804 } 749
805 return k; 750 return k;
806} 751}
807 752
808void 753void
809roll_stats (object *op) 754object::roll_stats ()
810{ 755{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 756 int statsort [7];
814 757
815 do 758 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 } 759 {
826 while (sum < 82 || sum > 116); 760 int sum = 0;
761 for (int i = 7; i--; )
762 sum += statsort [i] = roll_stat ();
827 763
764 if (sum >= 82 && sum <= 116)
765 break;
766 }
767
828 /* Sort the stats so that rerolling is easier... */ 768 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 769 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;
836 770
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]; 771 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 772 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 773 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 774 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 775 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 776 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 777 stats.Cha = statsort[6];
861 778
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; 779 stats.exp = 0;
873 op->stats.ac = 0; 780 stats.ac = 0;
874 781
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; 782 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 783 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 784 stats.grace = stats.maxgrace;
785
786 if (contr)
787 {
788 contr->levhp[1] = 9;
789 contr->levsp[1] = 6;
790 contr->levgrace[1] = 3;
791
883 op->contr->orig_stats = op->stats; 792 contr->orig_stats = stats;
793 }
884} 794}
885 795
886void 796void
887Roll_Again (object *op) 797object::swap_stats (int a, int b)
888{ 798{
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); 799 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)); 800 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); 801 set_attr_value (&contr->orig_stats, b, tmp);
913 802
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; 803 stats.Str = contr->orig_stats.Str;
917 op->stats.Dex = op->contr->orig_stats.Dex; 804 stats.Dex = contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con; 805 stats.Con = contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int; 806 stats.Int = contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis; 807 stats.Wis = contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow; 808 stats.Pow = contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha; 809 stats.Cha = contr->orig_stats.Cha;
810
811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
923 op->stats.ac = 0; 813 stats.ac = 0;
924 814
925 op->level = 1; 815 level = 1;
926 op->stats.exp = 0; 816 stats.exp = 0;
927 op->stats.ac = 0; 817 stats.ac = 0;
928 818
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; 819 stats.hp = stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
936 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
937 op->contr->orig_stats = op->stats; 829 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 { 830 }
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} 831}
1015 832
1016/* This function takes the key that is passed, and does the 833/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 834 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 835 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 836 * separate race and class; this actually changes the RACE,
1020 * not the class. 837 * not the class.
1021 */ 838 */
1022
1023int 839int
1024key_change_class (object *op, char key) 840key_change_class (object *op, char key)
1025{ 841{
1026 int tmp_loop; 842 int tmp_loop;
1027 843
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 844 if (key == 'd' || key == 'D')
1035 { 845 {
1036 char buf[MAX_BUF]; 846 char buf[MAX_BUF];
1037 847
1038 /* this must before then initial items are given */ 848 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 853 create_treasure (tl, op, 0, 0, 0);
1044 854
1045 INVOKE_PLAYER (BIRTH, op->contr); 855 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 856 INVOKE_PLAYER (LOGIN, op->contr);
1047 857
1048 op->contr->state = ST_PLAYING; 858 op->contr->ns->state = ST_PLAYING;
1049 859
1050 if (op->msg) 860 if (op->msg)
1051 op->msg = NULL; 861 op->msg = NULL;
1052 862
1053 /* We create this now because some of the unique maps will need it 863 /* We create this now because some of the unique maps will need it
1062 start_info (op); 872 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 874 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 875 link_player_skills (op);
1066 esrv_send_inventory (op, op); 876 esrv_send_inventory (op, op);
1067 fix_player (op); 877 op->update_stats ();
1068 878
1069 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1070 * is one for this race 880 * is one for this race
1071 */ 881 */
1072 if (*first_map_ext_path) 882 if (*first_map_ext_path)
1083 * if the map isn't there, then stay on the 893 * if the map isn't there, then stay on the
1084 * default initial map */ 894 * default initial map */
1085 tmp->destroy (); 895 tmp->destroy ();
1086 } 896 }
1087 else 897 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 898 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 899
1091 return 0; 900 return 0;
1092 } 901 }
1093 902
1094 /* Following actually changes the race - this is the default command 903 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 904 * if we don't match with one of the options above.
1099 while (!tmp_loop) 908 while (!tmp_loop)
1100 { 909 {
1101 shstr name = op->name; 910 shstr name = op->name;
1102 int x = op->x, y = op->y; 911 int x = op->x, y = op->y;
1103 912
1104 remove_statbonus (op); 913 op->remove_statbonus ();
1105 op->remove (); 914 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 915 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 916 op->arch->clone.copy_to (op);
1108 op->instantiate (); 917 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 918 op->stats = op->contr->orig_stats;
1111 op->x = x; 920 op->x = x;
1112 op->y = y; 921 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 922 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 923 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 924 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 925 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 926 tmp_loop = allowed_class (op);
1118 } 927 }
1119 928
1120 update_object (op, UP_OBJ_FACE); 929 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 930 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 931 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 932 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 933 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 934 op->stats.grace = 0;
1126 935
1127 if (op->msg) 936 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 937 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 938
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 939 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; 940 return 0;
1132} 941}
1133 942
1134int 943int
1135key_confirm_quit (object *op, char key) 944key_confirm_quit (object *op, char key)
1136{ 945{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 947 {
1141 op->contr->state = ST_PLAYING; 948 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 950 return 1;
1144 } 951 }
1145 952
1146 INVOKE_PLAYER (LOGOUT, op->contr); 953 INVOKE_PLAYER (LOGOUT, op->contr);
1151 op->direction = 0; 958 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 960
1154 strcpy (op->contr->killer, "quit"); 961 strcpy (op->contr->killer, "quit");
1155 check_score (op); 962 check_score (op);
1156 op->contr->party = NULL; 963 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 964 op->contr->own_title[0] = '\0';
1159 965
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 966 object_ptr ob = op;
1161 {
1162 maptile *mp, *next;
1163 967
968 delete ob->contr;
969
1164 /* We need to hunt for any per player unique maps in memory and 970 /* 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, 971 * 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 972 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */ 973 */
974 char buf[MAX_BUF];
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next) 976
1170 { 977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
1171 next = mp->next; 979 next = mp->next;
980
1172 if (!strncmp (mp->path, buf, strlen (buf))) 981 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp); 982 delete_map (mp);
1174 } 983 }
1175 984
1176 delete_character (op->name, 1); 985 delete_character (ob->name, 1);
1177 }
1178 986
1179 play_again (op);
1180 return 1; 987 return 1;
1181} 988}
1182 989
1183void 990void
1184flee_player (object *op) 991flee_player (object *op)
1215 { 1022 {
1216 op->enemy = NULL; 1023 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1025 return;
1219 } 1026 }
1027
1220 get_rangevector (op, op->enemy, &rv, 0); 1028 get_rangevector (op, op->enemy, &rv, 0);
1221 1029
1222 dir = absdir (4 + rv.direction); 1030 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1031 for (diff = 0; diff < 3; diff++)
1224 { 1032 {
1225 int m = 1 - (RANDOM () & 2); 1033 int m = 1 - (RANDOM () & 2);
1226 1034
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1035 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1036 return;
1230 }
1231 } 1037 }
1038
1232 /* Cornered, get rid of scared */ 1039 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1041 op->enemy = NULL;
1235} 1042}
1236 1043
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1129 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)))); 1130 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1131 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 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)))); 1133 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1135 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 } 1136 }
1137
1358 /* philosophy: 1138 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1139 * 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 1140 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1141 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1142 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1143 * example.
1364 * The drawback: right now it has no frontend, so you need to 1144 * 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 1145 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1146 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1572 if (!dir)
1793 { 1573 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1574 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1575 return 0;
1796 } 1576 }
1577
1797 if (op->type == PLAYER) 1578 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1579 bow = op->contr->ranges[range_bow];
1799 else 1580 else
1800 { 1581 {
1801 for (bow = op->inv; bow; bow = bow->below) 1582 for (bow = op->inv; bow; bow = bow->below)
1809 { 1590 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1592 return 0;
1812 } 1593 }
1813 } 1594 }
1595
1814 if (!bow->race || !bow->skill) 1596 if (!bow->race || !bow->skill)
1815 { 1597 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1599 return 0;
1818 } 1600 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1603
1822 /* penalize ROF for bestarrow */ 1604 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1825 if (bowspeed < 1) 1608 if (bowspeed < 1)
1826 bowspeed = 1; 1609 bowspeed = 1;
1827 1610
1828 if (arrow == NULL) 1611 if (arrow == NULL)
1829 { 1612 {
1835 else 1618 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1619 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1620 return 0;
1838 } 1621 }
1839 } 1622 }
1623
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1625 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1626 return 0;
1844 } 1627
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1628 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1629 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1630 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1631 return 0;
1849 } 1632 }
1855 return 0; 1638 return 0;
1856 } 1639 }
1857 1640
1858 left = arrow; /* these are arrows left to the player */ 1641 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1642 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1643 if (!arrow)
1861 { 1644 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1646 return 0;
1864 } 1647 }
1648
1865 arrow->set_owner (op); 1649 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1650 arrow->skill = bow->skill;
1867 1651
1868 arrow->direction = dir; 1652 arrow->direction = dir;
1869 arrow->x = sx; 1653 arrow->x = sx;
1870 arrow->y = sy; 1654 arrow->y = sy;
1871 1655
1872 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1873 { 1657 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1659 op->update_stats ();
1876 } 1660 }
1877 1661
1878 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1912 } 1696 }
1913 1697
1914 if (arrow->attacktype == AT_PHYSICAL) 1698 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1916 1700
1917 if (bow->slaying != NULL) 1701 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1702 arrow->slaying = bow->slaying;
1919 1703
1920 arrow->map = m; 1704 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1705 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
2040 item->speed = 0; 1824 item->speed = 0;
2041 update_ob_speed (item); 1825 update_ob_speed (item);
2042 } 1826 }
2043 if ((tmp = is_player_inv (item))) 1827 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1829 }
2046 } 1830 }
2047 else if (item->type == ROD || item->type == HORN) 1831 else if (item->type == ROD || item->type == HORN)
2048 { 1832 {
2198 * 0 otherwise 1982 * 0 otherwise
2199 */ 1983 */
2200static int 1984static int
2201player_attack_door (object *op, object *door) 1985player_attack_door (object *op, object *door)
2202{ 1986{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 1987 /* 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 - 1988 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 1989 * otherwise, we fall through to the rest of the code.
2207 */ 1990 */
2208 object *key = find_key (op, op, door); 1991 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2250 */ 2033 */
2251
2252void 2034void
2253move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2254{ 2036{
2255 object *tmp, *mon; 2037 object *tmp, *mon;
2256 sint16 nx, ny; 2038 sint16 nx, ny;
2258 maptile *m; 2040 maptile *m;
2259 2041
2260 nx = freearr_x[dir] + op->x; 2042 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2043 ny = freearr_y[dir] + op->y;
2262 2044
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2264 2046
2265 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2281 } 2063 }
2282 else 2064 else
2283 m = op->map; 2065 m = op->map;
2284 2066
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2068 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2070 return;
2289 } 2071 }
2290 2072
2291 mon = NULL; 2073 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2074 /* 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. 2075 * 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 2076 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2077 * on the space
2296 */ 2078 */
2297 while (tmp != NULL) 2079 while (tmp)
2298 { 2080 {
2299 if (tmp == op) 2081 if (tmp == op)
2300 { 2082 {
2301 tmp = tmp->above; 2083 tmp = tmp->above;
2302 continue; 2084 continue;
2312 mon = tmp; 2094 mon = tmp;
2313 2095
2314 tmp = tmp->above; 2096 tmp = tmp->above;
2315 } 2097 }
2316 2098
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2099 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2100 return; /* into a wall */
2319 2101
2320 if (mon->head != NULL) 2102 if (mon->head)
2321 mon = mon->head; 2103 mon = mon->head;
2322 2104
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2105 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2106 if (player_attack_door (op, mon))
2325 return; 2107 return;
2362 * attack them either. 2144 * attack them either.
2363 */ 2145 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2146 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2147 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2148#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2149 (op->contr->peaceful
2368 || (mon->type == PLAYER 2150 || (mon->type == PLAYER
2369 && mon->contr-> 2151 && mon->contr->
2370 peaceful)) && 2152 peaceful)) &&
2371#else 2153#else
2372 op->contr->peaceful && 2154 op->contr->peaceful &&
2373#endif 2155#endif
2374 !on_battleground)) 2156 !on_battleground))
2375 { 2157 {
2376 if (!op->contr->braced) 2158 if (!op->contr->braced)
2377 { 2159 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2161 (void) push_ob (mon, dir, op);
2380 } 2162 }
2381 else 2163 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2164 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2165
2385 if (op->contr->tmp_invis || op->hide) 2166 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2167 make_visible (op);
2387 } 2168 }
2388 2169
2389 /* If the object is a boulder or other rollable object, then 2170 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2198 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2199
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2201 }
2421 2202
2422 skill_attack (mon, op, 0, NULL, NULL); 2203 skill_attack (mon, op, 0, 0, 0);
2423 2204
2424 /* If attacking another player, that player gets automatic 2205 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2206 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2207 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2208 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2210 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2211 {
2431 short luck = mon->stats.luck; 2212 short luck = mon->stats.luck;
2432 2213
2433 mon->contr->has_hit = 1; 2214 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2215 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2216 mon->stats.luck = luck;
2436 } 2217 }
2218
2437 if (action_makes_visible (op)) 2219 if (action_makes_visible (op))
2438 make_visible (op); 2220 make_visible (op);
2439 } 2221 }
2440 } /* if player should attack something */ 2222 } /* if player should attack something */
2441} 2223}
2476 2258
2477 /* Add special check for newcs players and fire on - this way, the 2259 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2260 * server can handle repeat firing.
2479 */ 2261 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2262 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2263 op->direction = dir;
2483 }
2484 else 2264 else
2485 {
2486 op->direction = 0; 2265 op->direction = 0;
2487 } 2266
2488 /* Update how the player looks. Use the facing, so direction may 2267 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2268 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2269 * for players.
2491 */ 2270 */
2492 animate_object (op, op->facing); 2271 animate_object (op, op->facing);
2544 2323
2545 /* call this here - we also will call this in do_ericserver, but 2324 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2325 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2326 * called, so we recheck it here.
2548 */ 2327 */
2549 op->contr->socket->handle_command (); 2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2330 ;
2331
2550 if (op->speed_left < 0) 2332 if (op->speed_left < 0)
2551 return 0; 2333 return 0;
2552 2334
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2335 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2336 {
2591 op->stats.hp = op->stats.maxhp; 2373 op->stats.hp = op->stats.maxhp;
2592 2374
2593 if (op->stats.food < 0) 2375 if (op->stats.food < 0)
2594 op->stats.food = 999; 2376 op->stats.food = 999;
2595 2377
2596 fix_player (op); 2378 op->update_stats ();
2597 return 1; 2379 return 1;
2598 } 2380 }
2599 2381
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2382 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2383 CLEAR_FLAG (op, FLAG_LIFESAVE);
2631 remove_unpaid_objects (op->inv, env); 2413 remove_unpaid_objects (op->inv, env);
2632 2414
2633 op = next; 2415 op = next;
2634 } 2416 }
2635} 2417}
2636
2637 2418
2638/* 2419/*
2639 * Returns pointer a static string containing gravestone text 2420 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2421 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2422 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2457 strcat (buf2, buf);
2677 2458
2678 return buf2; 2459 return buf2;
2679} 2460}
2680
2681
2682 2461
2683void 2462void
2684do_some_living (object *op) 2463do_some_living (object *op)
2685{ 2464{
2686 int last_food = op->stats.food; 2465 int last_food = op->stats.food;
2695 const int max_grace = 1; 2474 const int max_grace = 1;
2696 2475
2697 if (op->contr->outputs_sync) 2476 if (op->contr->outputs_sync)
2698 { 2477 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2478 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) 2479 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]); 2480 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2481 }
2703 2482
2704 if (op->contr->state == ST_PLAYING) 2483 if (op->contr->ns->state == ST_PLAYING)
2705 { 2484 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2485 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2486 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2487 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2488 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2489 else
2712 { 2490 {
2713 gen_hp = op->stats.maxhp; 2491 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2492 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2493 }
2494
2716 if (op->contr->gen_sp >= 0) 2495 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2496 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2497 else
2719 { 2498 {
2720 gen_sp = op->stats.maxsp; 2499 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2500 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2501 }
2502
2723 if (op->contr->gen_grace >= 0) 2503 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2504 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2505 else
2726 { 2506 {
2727 gen_grace = op->stats.maxgrace; 2507 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2525 op->stats.food = last_food;
2746 } 2526 }
2747 } 2527 }
2528
2748 if (max_sp > 1) 2529 if (max_sp > 1)
2749 { 2530 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2531 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2532 if (over_sp > 0)
2752 { 2533 {
2753 if (op->stats.sp < op->stats.maxsp) 2534 if (op->stats.sp < op->stats.maxsp)
2754 { 2535 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2536 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2538 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2539 op->stats.sp--;
2540
2758 if (op->stats.sp > op->stats.maxsp) 2541 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2542 op->stats.sp = op->stats.maxsp;
2760 } 2543 }
2761 op->last_sp = 0; 2544 op->last_sp = 0;
2762 } 2545 }
2763 else 2546 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2547 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2548 }
2768 else 2549 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2550 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2551 }
2773 2552
2774 /* Regenerate Grace */ 2553 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2554 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2555 if (--op->last_grace < 0)
2777 { 2556 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2557 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2558 op->stats.grace++; /* no penalty in food for regaining grace */
2559
2780 if (max_grace > 1) 2560 if (max_grace > 1)
2781 { 2561 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2562 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2563 if (over_grace > 0)
2784 { 2564 {
2812 op->stats.food += op->contr->digestion; 2592 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2593 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2594 op->stats.food = last_food;
2815 } 2595 }
2816 } 2596 }
2597
2817 if (max_hp > 1) 2598 if (max_hp > 1)
2818 { 2599 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2600 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2601 if (over_hp > 0)
2821 { 2602 {
2845 2626
2846 if (op->contr->gen_hp > 0) 2627 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2629 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631
2850 /* dms do not consume food */ 2632 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2633 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2634 op->stats.food--;
2853 } 2635 }
2854 }
2855 2636
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2637 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2638 {
2858 object *tmp, *flesh = NULL; 2639 object *tmp, *flesh = 0;
2859 2640
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2641 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2642 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2643 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2644 {
2645 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2646 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2647 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2648 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2649 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2650 break;
2870 } 2651 }
2871 else if (tmp->type == FLESH) 2652 else if (tmp->type == FLESH)
2872 flesh = tmp; 2653 flesh = tmp;
2873 } /* End if paid for object */ 2654 } /* End if paid for object */
2874 } /* end of for loop */ 2655 } /* end of for loop */
2656
2875 /* If player is still starving, it means they don't have any food, so 2657 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2658 * eat flesh instead.
2877 */ 2659 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2660 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2661 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2663 manual_apply (op, flesh, 0);
2882 } 2664 }
2883 } /* end if player is starving */ 2665 }
2884 2666
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2667 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2668 op->stats.food++, op->stats.hp--;
2887 2669
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2670 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2671 kill_player (op);
2672 }
2890} 2673}
2891
2892
2893 2674
2894/* If the player should die (lack of hp, food, etc), we call this. 2675/* 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 2676 * 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 2677 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2678 * file.
3004 x = op->x; 2785 x = op->x;
3005 y = op->y; 2786 y = op->y;
3006 map = op->map; 2787 map = op->map;
3007 2788
3008 2789
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2790 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2791 * 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. 2792 * See the config.h file for a little more in depth detail about this.
3014 */ 2793 */
3015 2794
3016 /* Basically two ways to go - remove a stat permanently, or just 2795 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2796 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2797 * of death.
3019 */ 2798 */
3020#ifndef COZY_SERVER 2799#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2800 if (settings.balanced_stat_loss)
3022 { 2801 {
3023 /* If stat loss is permanent, lose one stat only. */ 2802 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2803 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2804 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2805 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2806 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2807 little bit harder. */
3029 /* GD */ 2808 /* GD */
3030 if (settings.stat_loss_on_death) 2809 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2810 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2811 else
3036 { 2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 }
2814 else
2815 {
3037 num_stats_lose = 1; 2816 num_stats_lose = 1;
3038 } 2817 }
3039 lost_a_stat = 0; 2818 lost_a_stat = 0;
3040 2819
3041 for (z = 0; z < num_stats_lose; z++) 2820 for (z = 0; z < num_stats_lose; z++)
3042 { 2821 {
3043 i = RANDOM () % NUM_STATS; 2822 i = RANDOM () % NUM_STATS;
3044 2823
3045 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3046 { 2825 {
3047 /* Pick a random stat and take a point off it. Tell the player 2826 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2827 * what he lost.
3049 */ 2828 */
3050 change_attr_value (&(op->stats), i, -1); 2829 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2830 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2831 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2832 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2833 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2834 lost_a_stat = 1;
2835 }
2836 else
2837 {
2838 /* deplete a stat */
2839 archetype *deparch = archetype::find ("depletion");
2840 object *dep;
2841
2842 dep = present_arch_in_ob (deparch, op);
2843 if (!dep)
2844 {
2845 dep = arch_to_object (deparch);
2846 insert_ob_in_ob (dep, op);
3056 } 2847 }
3057 else 2848 lose_this_stat = 1;
2849 if (settings.balanced_stat_loss)
3058 { 2850 {
3059 /* deplete a stat */ 2851 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2852 /* Get the stat that we're about to deplete. */
3061 object *dep; 2853 this_stat = get_attr_value (&(dep->stats), i);
3062 2854 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2855 {
3066 dep = arch_to_object (deparch); 2856 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2857 int keep_chance = this_stat * this_stat;
3068 } 2858
3069 lose_this_stat = 1; 2859 /* 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) 2860 if (keep_chance < 1)
2861 keep_chance = 1;
2862
2863 /* There is a maximum depletion total per level. */
2864 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2865 {
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; 2866 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2867 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2868 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 } 2869 }
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 */ 2870 else
3111 if (this_stat >= -50)
3112 { 2871 {
3113 change_attr_value (&(dep->stats), i, -1); 2872 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; 2873 lose_this_stat = 0;
2874 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2875 this_stat, keep_chance, loss_chance,
2876 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2877 }
3119 } 2878 }
3120 } 2879 }
2880
2881 if (lose_this_stat)
2882 {
2883 this_stat = get_attr_value (&(dep->stats), i);
2884 /* We could try to do something clever like find another
2885 * stat to reduce if this fails. But chances are, if
2886 * stats have been depleted to -50, all are pretty low
2887 * and should be roughly the same, so it shouldn't make a
2888 * difference.
2889 */
2890 if (this_stat >= -50)
2891 {
2892 change_attr_value (&(dep->stats), i, -1);
2893 SET_FLAG (dep, FLAG_APPLIED);
2894 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2895 op->update_stats ();
2896 lost_a_stat = 1;
2897 }
3121 } 2898 }
2899 }
2900 }
3122 /* If no stat lost, tell the player. */ 2901 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2902 if (!lost_a_stat)
3124 { 2903 {
3125 /* determine_god() seems to not work sometimes... why is this? 2904 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2905 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2906 const char *god = determine_god (op);
3128 2907
3129 if (god && (strcmp (god, "none"))) 2908 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); 2909 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2910 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2911 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2912 }
3134#else 2913#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2915#endif
3137 2916
3138 /* Put a gravestone up where the character 'almost' died. List the 2917 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2918 * exp loss on the stone.
3140 */ 2919 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2920 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2921 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2922 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2923 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2924 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); 2925 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; 2926 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2927 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2928 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2929
3151 /**************************************/ 2930 /**************************************/
3152 /* */ 2931 /* */
3153 /* Subtract the experience points, */ 2932 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2933 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2934 /* food, and reset HP's... */
3156 /* */ 2935 /* */
3157 /**************************************/ 2936 /**************************************/
3158 2937
3159 /* remove any poisoning and confusion the character may be suffering. */ 2938 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2939 /* restore player */
3161 at = archetype::find ("poisoning"); 2940 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
3163 2942
3164 if (tmp) 2943 if (tmp)
3165 { 2944 {
3166 tmp->destroy (); 2945 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2947 }
3169 2948
3170 at = archetype::find ("confusion"); 2949 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2950 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2951 if (tmp)
3173 { 2952 {
3174 tmp->destroy (); 2953 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2955 }
3177 2956
3178 cure_disease (op, 0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
3179 2958
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2959 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2960 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2961 if (op->stats.food < 100)
3183 op->stats.food = 900; 2962 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2966
3188 /* 2967 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2968 * 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 2969 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2970 * in the map.
3192 */ 2971 */
3193 2972
3194 if (is_in_shop (op)) 2973 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2974 remove_unpaid_objects (op->inv, op);
3196 2975
3197 /****************************************/ 2976 /****************************************/
3198 /* */ 2977 /* */
3199 /* Move player to his current respawn- */ 2978 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2979 /* position (usually last savebed) */
3201 /* */ 2980 /* */
3202 /****************************************/ 2981 /****************************************/
3203 2982
3204 enter_player_savebed (op); 2983 enter_player_savebed (op);
3205 2984
3206 /* Save the player before inserting the force to reduce 2985 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 2986 * chance of abuse.
3208 */ 2987 */
3209 op->contr->braced = 0; 2988 op->contr->braced = 0;
3210 save_player (op, 1); 2989 op->contr->save ();
3211 2990
3212 /* it is possible that the player has blown something up 2991 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 2992 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 2993 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 2994 * on the space that might harm the player.
3216 */ 2995 */
3217 will_kill_again = 0; 2996 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 2997 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 2998 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 2999 will_kill_again |= tmp->attacktype;
3221 3000
3222 if (will_kill_again) 3001 if (will_kill_again)
3223 { 3002 {
3224 object *force; 3003 object *force;
3225 int at; 3004 int at;
3226 3005
3227 force = get_archetype (FORCE_NAME); 3006 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3007 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3008 force->speed = 0.1;
3230 force->speed_left = -5.0; 3009 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3010 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3011 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3012 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3013 force->resist[at] = 100;
3235 3014
3236 insert_ob_in_ob (force, op); 3015 insert_ob_in_ob (force, op);
3237 fix_player (op); 3016 op->update_stats ();
3238 3017
3239 } 3018 }
3240 3019
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3020 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} 3021}
3310
3311 3022
3312void 3023void
3313loot_object (object *op) 3024loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3025{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3026 object *tmp, *tmp2, *next;
3316 3027
3317 if (op->container) 3028 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3029 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3030
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3031 for (tmp = op->inv; tmp; tmp = next)
3323 { 3032 {
3324 next = tmp->below; 3033 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3034
3035 if (tmp->invisible)
3326 continue; 3036 continue;
3037
3327 tmp->remove (); 3038 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3039 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3040 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3041 { /* empty container to ground */
3331 loot_object (tmp); 3042 loot_object (tmp);
3353 */ 3064 */
3354 3065
3355void 3066void
3356fix_weight (void) 3067fix_weight (void)
3357{ 3068{
3358 player *pl; 3069 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3070 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3071 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3072
3364 if (old == sum) 3073 if (old == sum)
3365 continue; 3074 continue;
3366 fix_player (pl->ob); 3075 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3076 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3077 }
3369} 3078}
3370 3079
3371void 3080void
3372fix_luck (void) 3081fix_luck (void)
3373{ 3082{
3374 player *pl; 3083 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3084 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3085 pl->ob->change_luck (0);
3379} 3086}
3380
3381 3087
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3088/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3089 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3090 * just treat this as any other spell casting object.
3385 */ 3091 */
3386
3387void 3092void
3388cast_dust (object *op, object *throw_ob, int dir) 3093cast_dust (object *op, object *throw_ob, int dir)
3389{ 3094{
3390 object *skop, *spob; 3095 object *skop, *spob;
3391 3096
3436 object *tmp = NULL; 3141 object *tmp = NULL;
3437 3142
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3144 return 1;
3440 3145
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; 3146 return 0;
3447} 3147}
3448 3148
3449/* look at the surrounding terrain to determine 3149/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3150 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3265 if (mflags & P_OUT_OF_MAP)
3566 continue; 3266 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3267 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3268 continue;
3569 3269
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3270 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3271 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3272 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3273 return 1;
3574 else if (tmp->type == PLAYER) 3274 else if (tmp->type == PLAYER)
3575 { 3275 {
3629 3329
3630 /* only the viewable area the player sees is updated by LOS 3330 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3331 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3332 * for any meaningful values.
3633 */ 3333 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3334 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3335 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3336 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3337 return 1;
3638 op = op->more; 3338 op = op->more;
3639 } 3339 }
3640 return 0; 3340 return 0;
3641} 3341}
3827 { 3527 {
3828 /* forces in the treasurelist can alter the player's stats */ 3528 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3529 object *skin;
3830 3530
3831 /* first get the dragon skin force */ 3531 /* first get the dragon skin force */
3532 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); 3533 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3534 ;
3535
3833 if (skin == NULL) 3536 if (!skin)
3834 return; 3537 return;
3835 3538
3836 /* adding new spellpath attunements */ 3539 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3540 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3541 {

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