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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.43 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.62 by root, Mon Dec 25 11:25:49 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
252void
253player::disconnect ()
254{
255 if (!ns)
256 return;
257
258 //TODO: don't be so harsh and destroy :)
259 destroy ();
260
261 ns->pl = 0;
262 ns = 0;
263}
264
265// the need for this function can be explained
266// by load_object not returning the object
267void
268player::set_object (object *op)
269{
270 ob = op;
271 ob->contr = this; /* this aren't yet in archetype */
272
273 ob->speed_left = 0.5;
274 ob->speed = 1.0;
275 ob->direction = 5; /* So player faces south */
276 ob->stats.wc = 2;
277 ob->run_away = 25; /* Then we panick... */
278
279 set_first_map (ob);
280
281 ob->roll_stats ();
282}
283
284player::player ()
285{
216 /* There are some elements we want initialized to non zero value - 286 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point. 287 * we deal with that below this point.
218 */ 288 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 289 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 290 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 291 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 292
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 293 assign (savebed_map, first_map_path); /* Init. respawn position */
230 294
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; 295 gen_sp_armour = 10;
249 p->last_speed = -1; 296 last_speed = -1;
250 p->shoottype = range_none; 297 shoottype = range_none;
251 p->bowtype = bow_normal; 298 bowtype = bow_normal;
252 p->petmode = pet_normal; 299 petmode = pet_normal;
253 p->listening = 10; 300 listening = 10;
254 p->usekeys = containers; 301 usekeys = containers;
255 p->last_weapon_sp = -1; 302 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 303 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 304 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);
265 305
266 /* we need to clear these to -1 and not zero - otherwise, 306 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 307 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 308 * send new values to the client, as things like exp start
269 * at zero. 309 * at zero.
270 */ 310 */
271 for (i = 0; i < NUM_SKILLS; i++) 311 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 312 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 313
277 for (i = 0; i < NROFATTACKS; i++) 314 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 315 last_resist[i] = -1;
279 316
280 p->last_stats.exp = -1; 317 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 318 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 319}
288 320
289/* This loads the first map an puts the player on it. */ 321void
290static void 322player::do_destroy ()
291set_first_map (object *op)
292{ 323{
293 strcpy (op->contr->maplevel, first_map_path); 324 attachable::do_destroy ();
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 325
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob)
349 ob->destroy (true);
350
351 if (ns)
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy ();
357 }
358
359 attachable::do_destroy ();
360}
361
362player::~player ()
363{
364 /* Clear item stack */
365 free (stack_items);
366}
367
299/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
301 * mode. 370 * mode.
302 */ 371 */
303 372player *
304int 373player::create ()
305add_player (client *ns)
306{ 374{
307 player *p = new player; 375 player *pl = new player;
308 376
309 p->socket = ns; 377 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 378
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; 379 return pl;
327} 380}
328 381
329/* 382/*
330 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
340 { 393 {
341 if (at == NULL || at->next == NULL) 394 if (at == NULL || at->next == NULL)
342 at = first_archetype; 395 at = first_archetype;
343 else 396 else
344 at = at->next; 397 at = at->next;
398
345 if (at->clone.type == PLAYER) 399 if (at->clone.type == PLAYER)
346 return at; 400 return at;
401
347 if (at == start) 402 if (at == start)
348 { 403 {
349 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 405 exit (-1);
351 } 406 }
352 } 407 }
353} 408}
354 409
355
356object * 410object *
357get_nearest_player (object *mon) 411get_nearest_player (object *mon)
358{ 412{
359 object *op = NULL; 413 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 414 objectlink *ol;
362 unsigned lastdist; 415 unsigned lastdist;
363 rv_vector rv; 416 rv_vector rv;
364 417
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 { 450 {
398 op = ol->ob; 451 op = ol->ob;
399 lastdist = rv.distance; 452 lastdist = rv.distance;
400 } 453 }
401 } 454 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 455
403 { 456 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 457 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 458 if (lastdist > rv.distance)
408 { 459 {
409 op = pl->ob; 460 op = pl->ob;
410 lastdist = rv.distance; 461 lastdist = rv.distance;
411 } 462 }
412 } 463
413 }
414#if 0 464#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 466#endif
417 return op; 467 return op;
418} 468}
436 * circling behaviour. Unfortunately, this function is also used to determined 486 * 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 487 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 488 * is probably not a good thing.
439 */ 489 */
440#define MAX_SPACES 50 490#define MAX_SPACES 50
441
442 491
443/* 492/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * 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 494 * 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 495 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
686 link_player_skills (pl); 735 link_player_skills (pl);
687} 736}
688 737
689void 738void
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) 739get_party_password (object *op, partylist *party)
774{ 740{
775 if (party == NULL) 741 if (party == NULL)
776 { 742 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 744 return;
779 } 745 }
746
780 op->contr->write_buf[0] = '\0'; 747 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 751}
785
786 752
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 754static int
789roll_stat (void) 755roll_stat (void)
790{ 756{
791 int a[4], i, j, k; 757 int a[4], i, j, k;
792 758
793 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 763 if (a[i] < k)
798 k = a[i], j = i; 764 k = a[i], j = i;
799 765
800 for (i = 0, k = 0; i < 4; i++) 766 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 767 if (i != j)
803 k += a[i]; 768 k += a[i];
804 } 769
805 return k; 770 return k;
806} 771}
807 772
808void 773void
809roll_stats (object *op) 774object::roll_stats ()
810{ 775{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 776 int statsort [7];
814 777
815 do 778 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 } 779 {
826 while (sum < 82 || sum > 116); 780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
827 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
828 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 789 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;
836 790
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]; 791 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
861 798
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; 799 stats.exp = 0;
873 op->stats.ac = 0; 800 stats.ac = 0;
874 801
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; 802 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 803 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
883 op->contr->orig_stats = op->stats; 812 contr->orig_stats = stats;
813 }
884} 814}
885 815
886void 816void
887Roll_Again (object *op) 817object::swap_stats (int a, int b)
888{ 818{
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); 819 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)); 820 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); 821 set_attr_value (&contr->orig_stats, b, tmp);
913 822
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; 823 stats.Str = contr->orig_stats.Str;
917 op->stats.Dex = op->contr->orig_stats.Dex; 824 stats.Dex = contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con; 825 stats.Con = contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int; 826 stats.Int = contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis; 827 stats.Wis = contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow; 828 stats.Pow = contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha; 829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
923 op->stats.ac = 0; 833 stats.ac = 0;
924 834
925 op->level = 1; 835 level = 1;
926 op->stats.exp = 0; 836 stats.exp = 0;
927 op->stats.ac = 0; 837 stats.ac = 0;
928 838
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; 839 stats.hp = stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
936 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
937 op->contr->orig_stats = op->stats; 849 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 { 850 }
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} 851}
1015 852
1016/* This function takes the key that is passed, and does the 853/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 854 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 855 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 856 * separate race and class; this actually changes the RACE,
1020 * not the class. 857 * not the class.
1021 */ 858 */
1022
1023int 859int
1024key_change_class (object *op, char key) 860key_change_class (object *op, char key)
1025{ 861{
1026 int tmp_loop; 862 int tmp_loop;
1027 863
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 864 if (key == 'd' || key == 'D')
1035 { 865 {
1036 char buf[MAX_BUF]; 866 char buf[MAX_BUF];
1037 867
1038 /* this must before then initial items are given */ 868 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 873 create_treasure (tl, op, 0, 0, 0);
1044 874
1045 INVOKE_PLAYER (BIRTH, op->contr); 875 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 876 INVOKE_PLAYER (LOGIN, op->contr);
1047 877
1048 op->contr->state = ST_PLAYING; 878 op->contr->ns->state = ST_PLAYING;
1049 879
1050 if (op->msg) 880 if (op->msg)
1051 op->msg = NULL; 881 op->msg = NULL;
1052 882
1053 /* We create this now because some of the unique maps will need it 883 /* We create this now because some of the unique maps will need it
1062 start_info (op); 892 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 893 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 894 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 895 link_player_skills (op);
1066 esrv_send_inventory (op, op); 896 esrv_send_inventory (op, op);
1067 fix_player (op); 897 op->update_stats ();
1068 898
1069 /* This moves the player to a different start map, if there 899 /* This moves the player to a different start map, if there
1070 * is one for this race 900 * is one for this race
1071 */ 901 */
1072 if (*first_map_ext_path) 902 if (*first_map_ext_path)
1083 * if the map isn't there, then stay on the 913 * if the map isn't there, then stay on the
1084 * default initial map */ 914 * default initial map */
1085 tmp->destroy (); 915 tmp->destroy ();
1086 } 916 }
1087 else 917 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 918 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 919
1091 return 0; 920 return 0;
1092 } 921 }
1093 922
1094 /* Following actually changes the race - this is the default command 923 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 924 * if we don't match with one of the options above.
1099 while (!tmp_loop) 928 while (!tmp_loop)
1100 { 929 {
1101 shstr name = op->name; 930 shstr name = op->name;
1102 int x = op->x, y = op->y; 931 int x = op->x, y = op->y;
1103 932
1104 remove_statbonus (op); 933 op->remove_statbonus ();
1105 op->remove (); 934 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 935 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 936 op->arch->clone.copy_to (op);
1108 op->instantiate (); 937 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 938 op->stats = op->contr->orig_stats;
1111 op->x = x; 940 op->x = x;
1112 op->y = y; 941 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 942 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 943 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 944 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 945 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 946 tmp_loop = allowed_class (op);
1118 } 947 }
1119 948
1120 update_object (op, UP_OBJ_FACE); 949 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 950 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 951 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 952 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 953 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 954 op->stats.grace = 0;
1126 955
1127 if (op->msg) 956 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 957 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 958
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 959 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1131 return 0; 960 return 0;
1132} 961}
1133 962
1134int 963int
1135key_confirm_quit (object *op, char key) 964key_confirm_quit (object *op, char key)
1136{ 965{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 967 {
1141 op->contr->state = ST_PLAYING; 968 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 970 return 1;
1144 } 971 }
1145 972
1146 INVOKE_PLAYER (LOGOUT, op->contr); 973 INVOKE_PLAYER (LOGOUT, op->contr);
1151 op->direction = 0; 978 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 980
1154 strcpy (op->contr->killer, "quit"); 981 strcpy (op->contr->killer, "quit");
1155 check_score (op); 982 check_score (op);
1156 op->contr->party = NULL; 983 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 984 op->contr->own_title[0] = '\0';
1159 985
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 986 object_ptr ob = op;
1161 {
1162 maptile *mp, *next;
1163 987
988 delete ob->contr;
989
1164 /* We need to hunt for any per player unique maps in memory and 990 /* We need to hunt for any per player unique maps in memory and
1165 * get rid of them. The trailing slash in the path is intentional, 991 * get rid of them. The trailing slash in the path is intentional,
1166 * so that players named 'Ab' won't match against players 'Abe' pathname 992 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */ 993 */
994 char buf[MAX_BUF];
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next) 996
1170 { 997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
1171 next = mp->next; 999 next = mp->next;
1000
1172 if (!strncmp (mp->path, buf, strlen (buf))) 1001 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp); 1002 delete_map (mp);
1174 } 1003 }
1175 1004
1176 delete_character (op->name, 1); 1005 delete_character (ob->name, 1);
1177 }
1178 1006
1179 play_again (op);
1180 return 1; 1007 return 1;
1181} 1008}
1182 1009
1183void 1010void
1184flee_player (object *op) 1011flee_player (object *op)
1215 { 1042 {
1216 op->enemy = NULL; 1043 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1045 return;
1219 } 1046 }
1047
1220 get_rangevector (op, op->enemy, &rv, 0); 1048 get_rangevector (op, op->enemy, &rv, 0);
1221 1049
1222 dir = absdir (4 + rv.direction); 1050 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1051 for (diff = 0; diff < 3; diff++)
1224 { 1052 {
1225 int m = 1 - (RANDOM () & 2); 1053 int m = 1 - (RANDOM () & 2);
1226 1054
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1055 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1056 return;
1230 }
1231 } 1057 }
1058
1232 /* Cornered, get rid of scared */ 1059 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1061 op->enemy = NULL;
1235} 1062}
1236 1063
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1149 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)))); 1150 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1151 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1152 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)))); 1153 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1154
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1155 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 } 1156 }
1157
1358 /* philosophy: 1158 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1159 * It's easy to grab an item type from a pile, as long as it's
1360 * generic. This takes no game-time. For more detailed pickups 1160 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1161 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1162 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1163 * example.
1364 * The drawback: right now it has no frontend, so you need to 1164 * The drawback: right now it has no frontend, so you need to
1365 * stick the bits you want into a calculator in hex mode and then 1165 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1166 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1592 if (!dir)
1793 { 1593 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1594 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1595 return 0;
1796 } 1596 }
1597
1797 if (op->type == PLAYER) 1598 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1599 bow = op->contr->ranges[range_bow];
1799 else 1600 else
1800 { 1601 {
1801 for (bow = op->inv; bow; bow = bow->below) 1602 for (bow = op->inv; bow; bow = bow->below)
1809 { 1610 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1611 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1612 return 0;
1812 } 1613 }
1813 } 1614 }
1615
1814 if (!bow->race || !bow->skill) 1616 if (!bow->race || !bow->skill)
1815 { 1617 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1619 return 0;
1818 } 1620 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1622 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1623
1822 /* penalize ROF for bestarrow */ 1624 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1625 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1626 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1627
1825 if (bowspeed < 1) 1628 if (bowspeed < 1)
1826 bowspeed = 1; 1629 bowspeed = 1;
1827 1630
1828 if (arrow == NULL) 1631 if (arrow == NULL)
1829 { 1632 {
1835 else 1638 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1639 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1640 return 0;
1838 } 1641 }
1839 } 1642 }
1643
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1644 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1645 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1646 return 0;
1844 } 1647
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1648 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1649 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1651 return 0;
1849 } 1652 }
1855 return 0; 1658 return 0;
1856 } 1659 }
1857 1660
1858 left = arrow; /* these are arrows left to the player */ 1661 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1662 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1663 if (!arrow)
1861 { 1664 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1665 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1666 return 0;
1864 } 1667 }
1668
1865 arrow->set_owner (op); 1669 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1670 arrow->skill = bow->skill;
1867 1671
1868 arrow->direction = dir; 1672 arrow->direction = dir;
1869 arrow->x = sx; 1673 arrow->x = sx;
1870 arrow->y = sy; 1674 arrow->y = sy;
1871 1675
1872 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1873 { 1677 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1679 op->update_stats ();
1876 } 1680 }
1877 1681
1878 SET_ANIMATION (arrow, arrow->direction); 1682 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1683 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1684 arrow->stats.hp = arrow->stats.dam;
1912 } 1716 }
1913 1717
1914 if (arrow->attacktype == AT_PHYSICAL) 1718 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1719 arrow->attacktype |= bow->attacktype;
1916 1720
1917 if (bow->slaying != NULL) 1721 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1722 arrow->slaying = bow->slaying;
1919 1723
1920 arrow->map = m; 1724 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1725 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1842 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1843 item->face = item->arch->clone.face;
2040 item->speed = 0; 1844 item->speed = 0;
2041 update_ob_speed (item); 1845 update_ob_speed (item);
2042 } 1846 }
2043 if ((tmp = is_player_inv (item))) 1847 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1848 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1849 }
2046 } 1850 }
2047 else if (item->type == ROD || item->type == HORN) 1851 else if (item->type == ROD || item->type == HORN)
2048 { 1852 {
2198 * 0 otherwise 2002 * 0 otherwise
2199 */ 2003 */
2200static int 2004static int
2201player_attack_door (object *op, object *door) 2005player_attack_door (object *op, object *door)
2202{ 2006{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 2007 /* If its a door, try to find a use a key. If we do destroy the door,
2205 * might as well return immediately as there is nothing more to do - 2008 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 2009 * otherwise, we fall through to the rest of the code.
2207 */ 2010 */
2208 object *key = find_key (op, op, door); 2011 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2049 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2050 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2051 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2052 * going to try and move (not fire weapons).
2250 */ 2053 */
2251
2252void 2054void
2253move_player_attack (object *op, int dir) 2055move_player_attack (object *op, int dir)
2254{ 2056{
2255 object *tmp, *mon; 2057 object *tmp, *mon;
2256 sint16 nx, ny; 2058 sint16 nx, ny;
2258 maptile *m; 2060 maptile *m;
2259 2061
2260 nx = freearr_x[dir] + op->x; 2062 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2063 ny = freearr_y[dir] + op->y;
2262 2064
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2065 on_battleground = op_on_battleground (op, 0, 0);
2264 2066
2265 /* If braced, or can't move to the square, and it is not out of the 2067 /* If braced, or can't move to the square, and it is not out of the
2266 * map, attack it. Note order of if statement is important - don't 2068 * map, attack it. Note order of if statement is important - don't
2267 * want to be calling move_ob if braced, because move_ob will move the 2069 * want to be calling move_ob if braced, because move_ob will move the
2268 * player. This is a pretty nasty hack, because if we could 2070 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2082 return; /* Don't think this should happen */
2281 } 2083 }
2282 else 2084 else
2283 m = op->map; 2085 m = op->map;
2284 2086
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2088 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2090 return;
2289 } 2091 }
2290 2092
2291 mon = NULL; 2093 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2094 /* Go through all the objects, and find ones of interest. Only stop if
2293 * we find a monster - that is something we know we want to attack. 2095 * we find a monster - that is something we know we want to attack.
2294 * if its a door or barrel (can roll) see if there may be monsters 2096 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2097 * on the space
2296 */ 2098 */
2297 while (tmp != NULL) 2099 while (tmp)
2298 { 2100 {
2299 if (tmp == op) 2101 if (tmp == op)
2300 { 2102 {
2301 tmp = tmp->above; 2103 tmp = tmp->above;
2302 continue; 2104 continue;
2312 mon = tmp; 2114 mon = tmp;
2313 2115
2314 tmp = tmp->above; 2116 tmp = tmp->above;
2315 } 2117 }
2316 2118
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2119 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2120 return; /* into a wall */
2319 2121
2320 if (mon->head != NULL) 2122 if (mon->head)
2321 mon = mon->head; 2123 mon = mon->head;
2322 2124
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2125 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2126 if (player_attack_door (op, mon))
2325 return; 2127 return;
2362 * attack them either. 2164 * attack them either.
2363 */ 2165 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2166 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2167 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2168#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2169 (op->contr->peaceful
2368 || (mon->type == PLAYER 2170 || (mon->type == PLAYER
2369 && mon->contr-> 2171 && mon->contr->
2370 peaceful)) && 2172 peaceful)) &&
2371#else 2173#else
2372 op->contr->peaceful && 2174 op->contr->peaceful &&
2373#endif 2175#endif
2374 !on_battleground)) 2176 !on_battleground))
2375 { 2177 {
2376 if (!op->contr->braced) 2178 if (!op->contr->braced)
2377 { 2179 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2180 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2181 (void) push_ob (mon, dir, op);
2380 } 2182 }
2381 else 2183 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2184 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2185
2385 if (op->contr->tmp_invis || op->hide) 2186 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2187 make_visible (op);
2387 } 2188 }
2388 2189
2389 /* If the object is a boulder or other rollable object, then 2190 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2218 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2219
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2220 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2221 }
2421 2222
2422 skill_attack (mon, op, 0, NULL, NULL); 2223 skill_attack (mon, op, 0, 0, 0);
2423 2224
2424 /* If attacking another player, that player gets automatic 2225 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2226 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2227 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2228 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2230 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2231 {
2431 short luck = mon->stats.luck; 2232 short luck = mon->stats.luck;
2432 2233
2433 mon->contr->has_hit = 1; 2234 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2235 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2236 mon->stats.luck = luck;
2436 } 2237 }
2238
2437 if (action_makes_visible (op)) 2239 if (action_makes_visible (op))
2438 make_visible (op); 2240 make_visible (op);
2439 } 2241 }
2440 } /* if player should attack something */ 2242 } /* if player should attack something */
2441} 2243}
2476 2278
2477 /* Add special check for newcs players and fire on - this way, the 2279 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2280 * server can handle repeat firing.
2479 */ 2281 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2282 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2283 op->direction = dir;
2483 }
2484 else 2284 else
2485 {
2486 op->direction = 0; 2285 op->direction = 0;
2487 } 2286
2488 /* Update how the player looks. Use the facing, so direction may 2287 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2288 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2289 * for players.
2491 */ 2290 */
2492 animate_object (op, op->facing); 2291 animate_object (op, op->facing);
2544 2343
2545 /* call this here - we also will call this in do_ericserver, but 2344 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2345 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2346 * called, so we recheck it here.
2548 */ 2347 */
2549 op->contr->socket->handle_command (); 2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2349 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2350 ;
2351
2550 if (op->speed_left < 0) 2352 if (op->speed_left < 0)
2551 return 0; 2353 return 0;
2552 2354
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2355 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2356 {
2591 op->stats.hp = op->stats.maxhp; 2393 op->stats.hp = op->stats.maxhp;
2592 2394
2593 if (op->stats.food < 0) 2395 if (op->stats.food < 0)
2594 op->stats.food = 999; 2396 op->stats.food = 999;
2595 2397
2596 fix_player (op); 2398 op->update_stats ();
2597 return 1; 2399 return 1;
2598 } 2400 }
2599 2401
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2402 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2403 CLEAR_FLAG (op, FLAG_LIFESAVE);
2631 remove_unpaid_objects (op->inv, env); 2433 remove_unpaid_objects (op->inv, env);
2632 2434
2633 op = next; 2435 op = next;
2634 } 2436 }
2635} 2437}
2636
2637 2438
2638/* 2439/*
2639 * Returns pointer a static string containing gravestone text 2440 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2441 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2442 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2477 strcat (buf2, buf);
2677 2478
2678 return buf2; 2479 return buf2;
2679} 2480}
2680
2681
2682 2481
2683void 2482void
2684do_some_living (object *op) 2483do_some_living (object *op)
2685{ 2484{
2686 int last_food = op->stats.food; 2485 int last_food = op->stats.food;
2695 const int max_grace = 1; 2494 const int max_grace = 1;
2696 2495
2697 if (op->contr->outputs_sync) 2496 if (op->contr->outputs_sync)
2698 { 2497 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2498 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) 2499 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]); 2500 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2501 }
2703 2502
2704 if (op->contr->state == ST_PLAYING) 2503 if (op->contr->ns->state == ST_PLAYING)
2705 { 2504 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2505 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2506 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2507 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2508 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2509 else
2712 { 2510 {
2713 gen_hp = op->stats.maxhp; 2511 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2512 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2513 }
2514
2716 if (op->contr->gen_sp >= 0) 2515 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2516 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2517 else
2719 { 2518 {
2720 gen_sp = op->stats.maxsp; 2519 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2520 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2521 }
2522
2723 if (op->contr->gen_grace >= 0) 2523 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2524 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2525 else
2726 { 2526 {
2727 gen_grace = op->stats.maxgrace; 2527 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2543 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2544 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2545 op->stats.food = last_food;
2746 } 2546 }
2747 } 2547 }
2548
2748 if (max_sp > 1) 2549 if (max_sp > 1)
2749 { 2550 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2551 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2552 if (over_sp > 0)
2752 { 2553 {
2753 if (op->stats.sp < op->stats.maxsp) 2554 if (op->stats.sp < op->stats.maxsp)
2754 { 2555 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2556 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2557
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2558 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2559 op->stats.sp--;
2560
2758 if (op->stats.sp > op->stats.maxsp) 2561 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2562 op->stats.sp = op->stats.maxsp;
2760 } 2563 }
2761 op->last_sp = 0; 2564 op->last_sp = 0;
2762 } 2565 }
2763 else 2566 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2568 }
2768 else 2569 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2571 }
2773 2572
2774 /* Regenerate Grace */ 2573 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2574 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2575 if (--op->last_grace < 0)
2777 { 2576 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2577 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2578 op->stats.grace++; /* no penalty in food for regaining grace */
2579
2780 if (max_grace > 1) 2580 if (max_grace > 1)
2781 { 2581 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2582 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2583 if (over_grace > 0)
2784 { 2584 {
2812 op->stats.food += op->contr->digestion; 2612 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2613 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2614 op->stats.food = last_food;
2815 } 2615 }
2816 } 2616 }
2617
2817 if (max_hp > 1) 2618 if (max_hp > 1)
2818 { 2619 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2620 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2621 if (over_hp > 0)
2821 { 2622 {
2845 2646
2846 if (op->contr->gen_hp > 0) 2647 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2648 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2649 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2650 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2651
2850 /* dms do not consume food */ 2652 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2653 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2654 op->stats.food--;
2853 } 2655 }
2854 }
2855 2656
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2657 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2658 {
2858 object *tmp, *flesh = NULL; 2659 object *tmp, *flesh = 0;
2859 2660
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2661 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2662 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2663 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2664 {
2665 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2666 {
2866 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2867 manual_apply (op, tmp, 0); 2668 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2669 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2670 break;
2870 } 2671 }
2871 else if (tmp->type == FLESH) 2672 else if (tmp->type == FLESH)
2872 flesh = tmp; 2673 flesh = tmp;
2873 } /* End if paid for object */ 2674 } /* End if paid for object */
2874 } /* end of for loop */ 2675 } /* end of for loop */
2676
2875 /* If player is still starving, it means they don't have any food, so 2677 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2678 * eat flesh instead.
2877 */ 2679 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2680 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2681 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2682 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2683 manual_apply (op, flesh, 0);
2882 } 2684 }
2883 } /* end if player is starving */ 2685 }
2884 2686
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2687 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2688 op->stats.food++, op->stats.hp--;
2887 2689
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2690 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2691 kill_player (op);
2692 }
2890} 2693}
2891
2892
2893 2694
2894/* If the player should die (lack of hp, food, etc), we call this. 2695/* If the player should die (lack of hp, food, etc), we call this.
2895 * op is the player in jeopardy. If the player can not be saved (not 2696 * op is the player in jeopardy. If the player can not be saved (not
2896 * permadeath, no lifesave), this will take care of removing the player 2697 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2698 * file.
3004 x = op->x; 2805 x = op->x;
3005 y = op->y; 2806 y = op->y;
3006 map = op->map; 2807 map = op->map;
3007 2808
3008 2809
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
3013 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
3014 */ 2813 */
3015 2814
3016 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2817 * of death.
3019 */ 2818 */
3020#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3022 { 2821 {
3023 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2824 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2827 little bit harder. */
3029 /* GD */ 2828 /* GD */
3030 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2830 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2831 else
3036 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
2835 {
3037 num_stats_lose = 1; 2836 num_stats_lose = 1;
3038 } 2837 }
3039 lost_a_stat = 0; 2838 lost_a_stat = 0;
3040 2839
3041 for (z = 0; z < num_stats_lose; z++) 2840 for (z = 0; z < num_stats_lose; z++)
3042 { 2841 {
3043 i = RANDOM () % NUM_STATS; 2842 i = RANDOM () % NUM_STATS;
3044 2843
3045 if (settings.stat_loss_on_death) 2844 if (settings.stat_loss_on_death)
3046 { 2845 {
3047 /* Pick a random stat and take a point off it. Tell the player 2846 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2847 * what he lost.
3049 */ 2848 */
3050 change_attr_value (&(op->stats), i, -1); 2849 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2850 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2851 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2852 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2853 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2854 lost_a_stat = 1;
2855 }
2856 else
2857 {
2858 /* deplete a stat */
2859 archetype *deparch = archetype::find ("depletion");
2860 object *dep;
2861
2862 dep = present_arch_in_ob (deparch, op);
2863 if (!dep)
2864 {
2865 dep = arch_to_object (deparch);
2866 insert_ob_in_ob (dep, op);
3056 } 2867 }
3057 else 2868 lose_this_stat = 1;
2869 if (settings.balanced_stat_loss)
3058 { 2870 {
3059 /* deplete a stat */ 2871 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2872 /* Get the stat that we're about to deplete. */
3061 object *dep; 2873 this_stat = get_attr_value (&(dep->stats), i);
3062 2874 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2875 {
3066 dep = arch_to_object (deparch); 2876 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2877 int keep_chance = this_stat * this_stat;
3068 } 2878
3069 lose_this_stat = 1; 2879 /* 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) 2880 if (keep_chance < 1)
2881 keep_chance = 1;
2882
2883 /* There is a maximum depletion total per level. */
2884 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2885 {
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; 2886 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2887 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2888 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 } 2889 }
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 */ 2890 else
3111 if (this_stat >= -50)
3112 { 2891 {
3113 change_attr_value (&(dep->stats), i, -1); 2892 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; 2893 lose_this_stat = 0;
2894 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2895 this_stat, keep_chance, loss_chance,
2896 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2897 }
3119 } 2898 }
3120 } 2899 }
2900
2901 if (lose_this_stat)
2902 {
2903 this_stat = get_attr_value (&(dep->stats), i);
2904 /* We could try to do something clever like find another
2905 * stat to reduce if this fails. But chances are, if
2906 * stats have been depleted to -50, all are pretty low
2907 * and should be roughly the same, so it shouldn't make a
2908 * difference.
2909 */
2910 if (this_stat >= -50)
2911 {
2912 change_attr_value (&(dep->stats), i, -1);
2913 SET_FLAG (dep, FLAG_APPLIED);
2914 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2915 op->update_stats ();
2916 lost_a_stat = 1;
2917 }
3121 } 2918 }
2919 }
2920 }
3122 /* If no stat lost, tell the player. */ 2921 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2922 if (!lost_a_stat)
3124 { 2923 {
3125 /* determine_god() seems to not work sometimes... why is this? 2924 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2925 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2926 const char *god = determine_god (op);
3128 2927
3129 if (god && (strcmp (god, "none"))) 2928 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); 2929 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2930 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2932 }
3134#else 2933#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2934 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2935#endif
3137 2936
3138 /* Put a gravestone up where the character 'almost' died. List the 2937 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2938 * exp loss on the stone.
3140 */ 2939 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2940 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2941 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2942 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2943 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2944 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); 2945 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3147 tmp->msg = buf; 2946 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2947 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2948 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2949
3151 /**************************************/ 2950 /**************************************/
3152 /* */ 2951 /* */
3153 /* Subtract the experience points, */ 2952 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2953 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2954 /* food, and reset HP's... */
3156 /* */ 2955 /* */
3157 /**************************************/ 2956 /**************************************/
3158 2957
3159 /* remove any poisoning and confusion the character may be suffering. */ 2958 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2959 /* restore player */
3161 at = archetype::find ("poisoning"); 2960 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2961 tmp = present_arch_in_ob (at, op);
3163 2962
3164 if (tmp) 2963 if (tmp)
3165 { 2964 {
3166 tmp->destroy (); 2965 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2966 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2967 }
3169 2968
3170 at = archetype::find ("confusion"); 2969 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2970 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2971 if (tmp)
3173 { 2972 {
3174 tmp->destroy (); 2973 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2975 }
3177 2976
3178 cure_disease (op, 0); /* remove any disease */ 2977 cure_disease (op, 0); /* remove any disease */
3179 2978
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2979 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2980 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2981 if (op->stats.food < 100)
3183 op->stats.food = 900; 2982 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2983 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2984 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2985 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2986
3188 /* 2987 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2988 * Check to see if the player is in a shop. IF so, then check to see if
3190 * the player has any unpaid items. If so, remove them and put them back 2989 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2990 * in the map.
3192 */ 2991 */
3193 2992
3194 if (is_in_shop (op)) 2993 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2994 remove_unpaid_objects (op->inv, op);
3196 2995
3197 /****************************************/ 2996 /****************************************/
3198 /* */ 2997 /* */
3199 /* Move player to his current respawn- */ 2998 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2999 /* position (usually last savebed) */
3201 /* */ 3000 /* */
3202 /****************************************/ 3001 /****************************************/
3203 3002
3204 enter_player_savebed (op); 3003 enter_player_savebed (op);
3205 3004
3206 /* Save the player before inserting the force to reduce 3005 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 3006 * chance of abuse.
3208 */ 3007 */
3209 op->contr->braced = 0; 3008 op->contr->braced = 0;
3210 save_player (op, 1); 3009 op->contr->save ();
3211 3010
3212 /* it is possible that the player has blown something up 3011 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 3012 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 3013 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 3014 * on the space that might harm the player.
3216 */ 3015 */
3217 will_kill_again = 0; 3016 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3017 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 3018 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3019 will_kill_again |= tmp->attacktype;
3221 3020
3222 if (will_kill_again) 3021 if (will_kill_again)
3223 { 3022 {
3224 object *force; 3023 object *force;
3225 int at; 3024 int at;
3226 3025
3227 force = get_archetype (FORCE_NAME); 3026 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3027 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3028 force->speed = 0.1;
3230 force->speed_left = -5.0; 3029 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3030 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3031 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3032 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3033 force->resist[at] = 100;
3235 3034
3236 insert_ob_in_ob (force, op); 3035 insert_ob_in_ob (force, op);
3237 fix_player (op); 3036 op->update_stats ();
3238 3037
3239 } 3038 }
3240 3039
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3040 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} 3041}
3310
3311 3042
3312void 3043void
3313loot_object (object *op) 3044loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3045{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3046 object *tmp, *tmp2, *next;
3316 3047
3317 if (op->container) 3048 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3049 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3050
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3051 for (tmp = op->inv; tmp; tmp = next)
3323 { 3052 {
3324 next = tmp->below; 3053 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3054
3055 if (tmp->invisible)
3326 continue; 3056 continue;
3057
3327 tmp->remove (); 3058 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3059 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3060 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3061 { /* empty container to ground */
3331 loot_object (tmp); 3062 loot_object (tmp);
3353 */ 3084 */
3354 3085
3355void 3086void
3356fix_weight (void) 3087fix_weight (void)
3357{ 3088{
3358 player *pl; 3089 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3090 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3091 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3092
3364 if (old == sum) 3093 if (old == sum)
3365 continue; 3094 continue;
3366 fix_player (pl->ob); 3095 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3096 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3097 }
3369} 3098}
3370 3099
3371void 3100void
3372fix_luck (void) 3101fix_luck (void)
3373{ 3102{
3374 player *pl; 3103 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3104 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3105 pl->ob->change_luck (0);
3379} 3106}
3380
3381 3107
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3108/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3109 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3110 * just treat this as any other spell casting object.
3385 */ 3111 */
3386
3387void 3112void
3388cast_dust (object *op, object *throw_ob, int dir) 3113cast_dust (object *op, object *throw_ob, int dir)
3389{ 3114{
3390 object *skop, *spob; 3115 object *skop, *spob;
3391 3116
3436 object *tmp = NULL; 3161 object *tmp = NULL;
3437 3162
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3163 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3164 return 1;
3440 3165
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; 3166 return 0;
3447} 3167}
3448 3168
3449/* look at the surrounding terrain to determine 3169/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3170 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3285 if (mflags & P_OUT_OF_MAP)
3566 continue; 3286 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3287 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3288 continue;
3569 3289
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3290 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3291 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3292 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3293 return 1;
3574 else if (tmp->type == PLAYER) 3294 else if (tmp->type == PLAYER)
3575 { 3295 {
3629 3349
3630 /* only the viewable area the player sees is updated by LOS 3350 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3351 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3352 * for any meaningful values.
3633 */ 3353 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3354 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3355 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3356 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3357 return 1;
3638 op = op->more; 3358 op = op->more;
3639 } 3359 }
3640 return 0; 3360 return 0;
3641} 3361}
3827 { 3547 {
3828 /* forces in the treasurelist can alter the player's stats */ 3548 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3549 object *skin;
3830 3550
3831 /* first get the dragon skin force */ 3551 /* first get the dragon skin force */
3552 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); 3553 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3554 ;
3555
3833 if (skin == NULL) 3556 if (!skin)
3834 return; 3557 return;
3835 3558
3836 /* adding new spellpath attunements */ 3559 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3560 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3561 {

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines