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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 1.64 by root, Tue Dec 26 03:35:59 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 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
216 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
217 * we deal with that below this point. 282 * we deal with that below this point.
218 */ 283 */
219 p->party = NULL;
220 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
221 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
222 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
223 p->Swap_First = -1;
224 287
225#ifdef AUTOSAVE
226 p->last_save_tick = 9999999;
227#endif
228
229 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
230 289
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; 290 gen_sp_armour = 10;
249 p->last_speed = -1; 291 last_speed = -1;
250 p->shoottype = range_none; 292 shoottype = range_none;
251 p->bowtype = bow_normal; 293 bowtype = bow_normal;
252 p->petmode = pet_normal; 294 petmode = pet_normal;
253 p->listening = 10; 295 listening = 10;
254 p->usekeys = containers; 296 usekeys = containers;
255 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
256 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
257 p->do_los = 1; 299 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);
265 300
266 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
267 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
268 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
269 * at zero. 304 * at zero.
270 */ 305 */
271 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
272 {
273 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
274 p->last_skill_ob[i] = NULL;
275 }
276 308
277 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
278 p->last_resist[i] = -1; 310 last_resist[i] = -1;
279 311
280 p->last_stats.exp = -1; 312 last_stats.exp = -1;
281 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
282
283 p->socket->update_look = 0;
284 p->socket->look_position = 0;
285
286 return p;
287} 314}
288 315
289/* This loads the first map an puts the player on it. */ 316void
290static void 317player::do_destroy ()
291set_first_map (object *op)
292{ 318{
293 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
294 op->x = -1;
295 op->y = -1;
296 enter_exit (op, NULL);
297}
298 320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
299/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
301 * mode. 365 * mode.
302 */ 366 */
303 367player *
304int 368player::create ()
305add_player (client *ns)
306{ 369{
307 player *p = new player; 370 player *pl = new player;
308 371
309 p->socket = ns; 372 pl->set_object (arch_to_object (get_player_archetype (0)));
310 ns->pl = p;
311 373
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; 374 return pl;
327} 375}
328 376
329/* 377/*
330 * get_player_archetype() return next player archetype from archetype 378 * get_player_archetype() return next player archetype from archetype
331 * list. Not very efficient routine, but used only creating new players. 379 * list. Not very efficient routine, but used only creating new players.
340 { 388 {
341 if (at == NULL || at->next == NULL) 389 if (at == NULL || at->next == NULL)
342 at = first_archetype; 390 at = first_archetype;
343 else 391 else
344 at = at->next; 392 at = at->next;
393
345 if (at->clone.type == PLAYER) 394 if (at->clone.type == PLAYER)
346 return at; 395 return at;
396
347 if (at == start) 397 if (at == start)
348 { 398 {
349 LOG (llevError, "No Player archetypes\n"); 399 LOG (llevError, "No Player archetypes\n");
350 exit (-1); 400 exit (-1);
351 } 401 }
352 } 402 }
353} 403}
354 404
355
356object * 405object *
357get_nearest_player (object *mon) 406get_nearest_player (object *mon)
358{ 407{
359 object *op = NULL; 408 object *op = NULL;
360 player *pl = NULL;
361 objectlink *ol; 409 objectlink *ol;
362 unsigned lastdist; 410 unsigned lastdist;
363 rv_vector rv; 411 rv_vector rv;
364 412
365 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
397 { 445 {
398 op = ol->ob; 446 op = ol->ob;
399 lastdist = rv.distance; 447 lastdist = rv.distance;
400 } 448 }
401 } 449 }
402 for (pl = first_player; pl != NULL; pl = pl->next) 450
403 { 451 for_all_players (pl)
404 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
405 {
406
407 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
408 { 454 {
409 op = pl->ob; 455 op = pl->ob;
410 lastdist = rv.distance; 456 lastdist = rv.distance;
411 } 457 }
412 } 458
413 }
414#if 0 459#if 0
415 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 461#endif
417 return op; 462 return op;
418} 463}
436 * circling behaviour. Unfortunately, this function is also used to determined 481 * 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 482 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 483 * is probably not a good thing.
439 */ 484 */
440#define MAX_SPACES 50 485#define MAX_SPACES 50
441
442 486
443/* 487/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * 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 489 * 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 490 * player and if path is blocked then see if blockage is close enough to player that
685 /* Need to set up the skill pointers */ 729 /* Need to set up the skill pointers */
686 link_player_skills (pl); 730 link_player_skills (pl);
687} 731}
688 732
689void 733void
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) 734get_party_password (object *op, partylist *party)
774{ 735{
775 if (party == NULL) 736 if (party == NULL)
776 { 737 {
777 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 738 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
778 return; 739 return;
779 } 740 }
741
780 op->contr->write_buf[0] = '\0'; 742 op->contr->write_buf[0] = '\0';
781 op->contr->state = ST_GET_PARTY_PASSWORD; 743 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
782 op->contr->party_to_join = party; 744 op->contr->party_to_join = party;
783 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 745 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
784} 746}
785
786 747
787/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 748/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
788int 749static int
789roll_stat (void) 750roll_stat (void)
790{ 751{
791 int a[4], i, j, k; 752 int a[4], i, j, k;
792 753
793 for (i = 0; i < 4; i++) 754 for (i = 0; i < 4; i++)
796 for (i = 0, j = 0, k = 7; i < 4; i++) 757 for (i = 0, j = 0, k = 7; i < 4; i++)
797 if (a[i] < k) 758 if (a[i] < k)
798 k = a[i], j = i; 759 k = a[i], j = i;
799 760
800 for (i = 0, k = 0; i < 4; i++) 761 for (i = 0, k = 0; i < 4; i++)
801 {
802 if (i != j) 762 if (i != j)
803 k += a[i]; 763 k += a[i];
804 } 764
805 return k; 765 return k;
806} 766}
807 767
808void 768void
809roll_stats (object *op) 769object::roll_stats ()
810{ 770{
811 int sum = 0;
812 int i = 0, j = 0;
813 int statsort[7]; 771 int statsort [7];
814 772
815 do 773 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 } 774 {
826 while (sum < 82 || sum > 116); 775 int sum = 0;
776 for (int i = 7; i--; )
777 sum += statsort [i] = roll_stat ();
827 778
779 if (sum >= 82 && sum <= 116)
780 break;
781 }
782
828 /* Sort the stats so that rerolling is easier... */ 783 // Sort the stats so that rerolling is easier...
829 statsort[0] = op->stats.Str; 784 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;
836 785
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]; 786 stats.Str = statsort[0];
855 op->stats.Dex = statsort[1]; 787 stats.Dex = statsort[1];
856 op->stats.Con = statsort[2]; 788 stats.Con = statsort[2];
857 op->stats.Int = statsort[3]; 789 stats.Int = statsort[3];
858 op->stats.Wis = statsort[4]; 790 stats.Wis = statsort[4];
859 op->stats.Pow = statsort[5]; 791 stats.Pow = statsort[5];
860 op->stats.Cha = statsort[6]; 792 stats.Cha = statsort[6];
861 793
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; 794 stats.exp = 0;
873 op->stats.ac = 0; 795 stats.ac = 0;
874 796
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; 797 stats.hp = stats.maxhp;
881 op->stats.sp = op->stats.maxsp; 798 stats.sp = stats.maxsp;
882 op->stats.grace = op->stats.maxgrace; 799 stats.grace = stats.maxgrace;
800
801 if (contr)
802 {
803 contr->levhp[1] = 9;
804 contr->levsp[1] = 6;
805 contr->levgrace[1] = 3;
806
883 op->contr->orig_stats = op->stats; 807 contr->orig_stats = stats;
808 }
884} 809}
885 810
886void 811void
887Roll_Again (object *op) 812object::swap_stats (int a, int b)
888{ 813{
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); 814 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)); 815 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); 816 set_attr_value (&contr->orig_stats, b, tmp);
913 817
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; 818 stats.Str = contr->orig_stats.Str;
917 op->stats.Dex = op->contr->orig_stats.Dex; 819 stats.Dex = contr->orig_stats.Dex;
918 op->stats.Con = op->contr->orig_stats.Con; 820 stats.Con = contr->orig_stats.Con;
919 op->stats.Int = op->contr->orig_stats.Int; 821 stats.Int = contr->orig_stats.Int;
920 op->stats.Wis = op->contr->orig_stats.Wis; 822 stats.Wis = contr->orig_stats.Wis;
921 op->stats.Pow = op->contr->orig_stats.Pow; 823 stats.Pow = contr->orig_stats.Pow;
922 op->stats.Cha = op->contr->orig_stats.Cha; 824 stats.Cha = contr->orig_stats.Cha;
825
826 //TODO: the following code looks so borked and should, at the very least,
827 // be merged with the similar code in roll_stats
923 op->stats.ac = 0; 828 stats.ac = 0;
924 829
925 op->level = 1; 830 level = 1;
926 op->stats.exp = 0; 831 stats.exp = 0;
927 op->stats.ac = 0; 832 stats.ac = 0;
928 833
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; 834 stats.hp = stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 835 stats.sp = stats.maxsp;
936 op->stats.grace = op->stats.maxgrace; 836 stats.grace = stats.maxgrace;
837
838 if (contr)
839 {
840 contr->levhp[1] = 9;
841 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3;
843
937 op->contr->orig_stats = op->stats; 844 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 { 845 }
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} 846}
1015 847
1016/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
1017 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
1018 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
1019 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
1020 * not the class. 852 * not the class.
1021 */ 853 */
1022
1023int 854int
1024key_change_class (object *op, char key) 855key_change_class (object *op, char key)
1025{ 856{
1026 int tmp_loop; 857 int tmp_loop;
1027 858
1028 if (key == 'q' || key == 'Q')
1029 {
1030 op->remove ();
1031 play_again (op);
1032 return 0;
1033 }
1034 if (key == 'd' || key == 'D') 859 if (key == 'd' || key == 'D')
1035 { 860 {
1036 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
1037 862
1038 /* this must before then initial items are given */ 863 /* this must before then initial items are given */
1043 create_treasure (tl, op, 0, 0, 0); 868 create_treasure (tl, op, 0, 0, 0);
1044 869
1045 INVOKE_PLAYER (BIRTH, op->contr); 870 INVOKE_PLAYER (BIRTH, op->contr);
1046 INVOKE_PLAYER (LOGIN, op->contr); 871 INVOKE_PLAYER (LOGIN, op->contr);
1047 872
1048 op->contr->state = ST_PLAYING; 873 op->contr->ns->state = ST_PLAYING;
1049 874
1050 if (op->msg) 875 if (op->msg)
1051 op->msg = NULL; 876 op->msg = NULL;
1052 877
1053 /* We create this now because some of the unique maps will need it 878 /* We create this now because some of the unique maps will need it
1062 start_info (op); 887 start_info (op);
1063 CLEAR_FLAG (op, FLAG_WIZ); 888 CLEAR_FLAG (op, FLAG_WIZ);
1064 give_initial_items (op, op->randomitems); 889 give_initial_items (op, op->randomitems);
1065 link_player_skills (op); 890 link_player_skills (op);
1066 esrv_send_inventory (op, op); 891 esrv_send_inventory (op, op);
1067 fix_player (op); 892 op->update_stats ();
1068 893
1069 /* This moves the player to a different start map, if there 894 /* This moves the player to a different start map, if there
1070 * is one for this race 895 * is one for this race
1071 */ 896 */
1072 if (*first_map_ext_path) 897 if (*first_map_ext_path)
1083 * if the map isn't there, then stay on the 908 * if the map isn't there, then stay on the
1084 * default initial map */ 909 * default initial map */
1085 tmp->destroy (); 910 tmp->destroy ();
1086 } 911 }
1087 else 912 else
1088 {
1089 LOG (llevDebug, "first_map_ext_path not set\n"); 913 LOG (llevDebug, "first_map_ext_path not set\n");
1090 } 914
1091 return 0; 915 return 0;
1092 } 916 }
1093 917
1094 /* Following actually changes the race - this is the default command 918 /* Following actually changes the race - this is the default command
1095 * if we don't match with one of the options above. 919 * if we don't match with one of the options above.
1099 while (!tmp_loop) 923 while (!tmp_loop)
1100 { 924 {
1101 shstr name = op->name; 925 shstr name = op->name;
1102 int x = op->x, y = op->y; 926 int x = op->x, y = op->y;
1103 927
1104 remove_statbonus (op); 928 op->remove_statbonus ();
1105 op->remove (); 929 op->remove ();
1106 op->arch = get_player_archetype (op->arch); 930 op->arch = get_player_archetype (op->arch);
1107 op->arch->clone.copy_to (op); 931 op->arch->clone.copy_to (op);
1108 op->instantiate (); 932 op->instantiate ();
1109 op->stats = op->contr->orig_stats; 933 op->stats = op->contr->orig_stats;
1111 op->x = x; 935 op->x = x;
1112 op->y = y; 936 op->y = y;
1113 SET_ANIMATION (op, 2); /* So player faces south */ 937 SET_ANIMATION (op, 2); /* So player faces south */
1114 insert_ob_in_map (op, op->map, op, 0); 938 insert_ob_in_map (op, op->map, op, 0);
1115 assign (op->contr->title, op->arch->clone.name); 939 assign (op->contr->title, op->arch->clone.name);
1116 add_statbonus (op); 940 op->add_statbonus ();
1117 tmp_loop = allowed_class (op); 941 tmp_loop = allowed_class (op);
1118 } 942 }
1119 943
1120 update_object (op, UP_OBJ_FACE); 944 update_object (op, UP_OBJ_FACE);
1121 esrv_update_item (UPD_FACE, op, op); 945 esrv_update_item (UPD_FACE, op, op);
1122 fix_player (op); 946 op->update_stats ();
1123 op->stats.hp = op->stats.maxhp; 947 op->stats.hp = op->stats.maxhp;
1124 op->stats.sp = op->stats.maxsp; 948 op->stats.sp = op->stats.maxsp;
1125 op->stats.grace = 0; 949 op->stats.grace = 0;
1126 950
1127 if (op->msg) 951 if (op->msg)
1128 new_draw_info (NDI_BLUE, 0, op, op->msg); 952 new_draw_info (NDI_BLUE, 0, op, op->msg);
1129 953
1130 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 954 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; 955 return 0;
1132} 956}
1133 957
1134int 958int
1135key_confirm_quit (object *op, char key) 959key_confirm_quit (object *op, char key)
1136{ 960{
1137 char buf[MAX_BUF];
1138
1139 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1140 { 962 {
1141 op->contr->state = ST_PLAYING; 963 op->contr->ns->state = ST_PLAYING;
1142 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1143 return 1; 965 return 1;
1144 } 966 }
1145 967
1146 INVOKE_PLAYER (LOGOUT, op->contr); 968 INVOKE_PLAYER (LOGOUT, op->contr);
1151 op->direction = 0; 973 op->direction = 0;
1152 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 974 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1153 975
1154 strcpy (op->contr->killer, "quit"); 976 strcpy (op->contr->killer, "quit");
1155 check_score (op); 977 check_score (op);
1156 op->contr->party = NULL; 978 op->contr->party = 0;
1157 if (settings.set_title == TRUE)
1158 op->contr->own_title[0] = '\0'; 979 op->contr->own_title[0] = '\0';
1159 980
1160 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 981 object_ptr ob = op;
1161 {
1162 maptile *mp, *next;
1163 982
983 delete ob->contr;
984
1164 /* We need to hunt for any per player unique maps in memory and 985 /* 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, 986 * 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 987 * so that players named 'Ab' won't match against players 'Abe' pathname
1167 */ 988 */
989 char buf[MAX_BUF];
1168 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1169 for (mp = first_map; mp != NULL; mp = next) 991
1170 { 992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
1171 next = mp->next; 994 next = mp->next;
995
1172 if (!strncmp (mp->path, buf, strlen (buf))) 996 if (!strncmp (mp->path, buf, strlen (buf)))
1173 delete_map (mp); 997 delete_map (mp);
1174 } 998 }
1175 999
1176 delete_character (op->name, 1); 1000 delete_character (ob->name, 1);
1177 }
1178 1001
1179 play_again (op);
1180 return 1; 1002 return 1;
1181} 1003}
1182 1004
1183void 1005void
1184flee_player (object *op) 1006flee_player (object *op)
1215 { 1037 {
1216 op->enemy = NULL; 1038 op->enemy = NULL;
1217 CLEAR_FLAG (op, FLAG_SCARED); 1039 CLEAR_FLAG (op, FLAG_SCARED);
1218 return; 1040 return;
1219 } 1041 }
1042
1220 get_rangevector (op, op->enemy, &rv, 0); 1043 get_rangevector (op, op->enemy, &rv, 0);
1221 1044
1222 dir = absdir (4 + rv.direction); 1045 dir = absdir (4 + rv.direction);
1223 for (diff = 0; diff < 3; diff++) 1046 for (diff = 0; diff < 3; diff++)
1224 { 1047 {
1225 int m = 1 - (RANDOM () & 2); 1048 int m = 1 - (RANDOM () & 2);
1226 1049
1227 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1050 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1228 {
1229 return; 1051 return;
1230 }
1231 } 1052 }
1053
1232 /* Cornered, get rid of scared */ 1054 /* Cornered, get rid of scared */
1233 CLEAR_FLAG (op, FLAG_SCARED); 1055 CLEAR_FLAG (op, FLAG_SCARED);
1234 op->enemy = NULL; 1056 op->enemy = NULL;
1235} 1057}
1236 1058
1322 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1144 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)))); 1145 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1324 else 1146 else
1325 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1147 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)))); 1148 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1149
1327 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1150 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 } 1151 }
1152
1358 /* philosophy: 1153 /* philosophy:
1359 * It's easy to grab an item type from a pile, as long as it's 1154 * 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 1155 * generic. This takes no game-time. For more detailed pickups
1361 * and selections, select-items shoul dbe used. This is a 1156 * and selections, select-items should be used. This is a
1362 * grab-as-you-run type mode that's really useful for arrows for 1157 * grab-as-you-run type mode that's really useful for arrows for
1363 * example. 1158 * example.
1364 * The drawback: right now it has no frontend, so you need to 1159 * 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 1160 * stick the bits you want into a calculator in hex mode and then
1366 * convert to decimal and then 'pickup <#> 1161 * convert to decimal and then 'pickup <#>
1792 if (!dir) 1587 if (!dir)
1793 { 1588 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1589 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1795 return 0; 1590 return 0;
1796 } 1591 }
1592
1797 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1798 bow = op->contr->ranges[range_bow]; 1594 bow = op->contr->ranges[range_bow];
1799 else 1595 else
1800 { 1596 {
1801 for (bow = op->inv; bow; bow = bow->below) 1597 for (bow = op->inv; bow; bow = bow->below)
1809 { 1605 {
1810 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1606 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1811 return 0; 1607 return 0;
1812 } 1608 }
1813 } 1609 }
1610
1814 if (!bow->race || !bow->skill) 1611 if (!bow->race || !bow->skill)
1815 { 1612 {
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1817 return 0; 1614 return 0;
1818 } 1615 }
1820 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1821 1618
1822 /* penalize ROF for bestarrow */ 1619 /* penalize ROF for bestarrow */
1823 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1824 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622
1825 if (bowspeed < 1) 1623 if (bowspeed < 1)
1826 bowspeed = 1; 1624 bowspeed = 1;
1827 1625
1828 if (arrow == NULL) 1626 if (arrow == NULL)
1829 { 1627 {
1835 else 1633 else
1836 CLEAR_FLAG (op, FLAG_READY_BOW); 1634 CLEAR_FLAG (op, FLAG_READY_BOW);
1837 return 0; 1635 return 0;
1838 } 1636 }
1839 } 1637 }
1638
1840 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1639 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1841 if (mflags & P_OUT_OF_MAP) 1640 if (mflags & P_OUT_OF_MAP)
1842 {
1843 return 0; 1641 return 0;
1844 } 1642
1845 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) 1643 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1846 { 1644 {
1847 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1645 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1848 return 0; 1646 return 0;
1849 } 1647 }
1855 return 0; 1653 return 0;
1856 } 1654 }
1857 1655
1858 left = arrow; /* these are arrows left to the player */ 1656 left = arrow; /* these are arrows left to the player */
1859 arrow = get_split_ob (arrow, 1); 1657 arrow = get_split_ob (arrow, 1);
1860 if (arrow == NULL) 1658 if (!arrow)
1861 { 1659 {
1862 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1660 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1863 return 0; 1661 return 0;
1864 } 1662 }
1663
1865 arrow->set_owner (op); 1664 arrow->set_owner (op);
1866 arrow->skill = bow->skill; 1665 arrow->skill = bow->skill;
1867 1666
1868 arrow->direction = dir; 1667 arrow->direction = dir;
1869 arrow->x = sx; 1668 arrow->x = sx;
1870 arrow->y = sy; 1669 arrow->y = sy;
1871 1670
1872 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1873 { 1672 {
1874 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1875 fix_player (op); 1674 op->update_stats ();
1876 } 1675 }
1877 1676
1878 SET_ANIMATION (arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1879 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1880 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1912 } 1711 }
1913 1712
1914 if (arrow->attacktype == AT_PHYSICAL) 1713 if (arrow->attacktype == AT_PHYSICAL)
1915 arrow->attacktype |= bow->attacktype; 1714 arrow->attacktype |= bow->attacktype;
1916 1715
1917 if (bow->slaying != NULL) 1716 if (bow->slaying)
1918 arrow->slaying = bow->slaying; 1717 arrow->slaying = bow->slaying;
1919 1718
1920 arrow->map = m; 1719 arrow->map = m;
1921 arrow->move_type = MOVE_FLY_LOW; 1720 arrow->move_type = MOVE_FLY_LOW;
1922 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1721 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
2038 CLEAR_FLAG (item, FLAG_ANIMATE); 1837 CLEAR_FLAG (item, FLAG_ANIMATE);
2039 item->face = item->arch->clone.face; 1838 item->face = item->arch->clone.face;
2040 item->speed = 0; 1839 item->speed = 0;
2041 update_ob_speed (item); 1840 update_ob_speed (item);
2042 } 1841 }
2043 if ((tmp = is_player_inv (item))) 1842 if ((tmp = item->in_player ()))
2044 esrv_update_item (UPD_ANIM, tmp, item); 1843 esrv_update_item (UPD_ANIM, tmp, item);
2045 } 1844 }
2046 } 1845 }
2047 else if (item->type == ROD || item->type == HORN) 1846 else if (item->type == ROD || item->type == HORN)
2048 { 1847 {
2198 * 0 otherwise 1997 * 0 otherwise
2199 */ 1998 */
2200static int 1999static int
2201player_attack_door (object *op, object *door) 2000player_attack_door (object *op, object *door)
2202{ 2001{
2203
2204 /* If its a door, try to find a use a key. If we do destroy the door, 2002 /* 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 - 2003 * might as well return immediately as there is nothing more to do -
2206 * otherwise, we fall through to the rest of the code. 2004 * otherwise, we fall through to the rest of the code.
2207 */ 2005 */
2208 object *key = find_key (op, op, door); 2006 object *key = find_key (op, op, door);
2246 * It should keep the code cleaner. 2044 * It should keep the code cleaner.
2247 * When this is called, the players direction has been updated 2045 * When this is called, the players direction has been updated
2248 * (taking into account confusion.) The player is also actually 2046 * (taking into account confusion.) The player is also actually
2249 * going to try and move (not fire weapons). 2047 * going to try and move (not fire weapons).
2250 */ 2048 */
2251
2252void 2049void
2253move_player_attack (object *op, int dir) 2050move_player_attack (object *op, int dir)
2254{ 2051{
2255 object *tmp, *mon; 2052 object *tmp, *mon;
2256 sint16 nx, ny; 2053 sint16 nx, ny;
2258 maptile *m; 2055 maptile *m;
2259 2056
2260 nx = freearr_x[dir] + op->x; 2057 nx = freearr_x[dir] + op->x;
2261 ny = freearr_y[dir] + op->y; 2058 ny = freearr_y[dir] + op->y;
2262 2059
2263 on_battleground = op_on_battleground (op, NULL, NULL); 2060 on_battleground = op_on_battleground (op, 0, 0);
2264 2061
2265 /* If braced, or can't move to the square, and it is not out of the 2062 /* 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 2063 * 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 2064 * 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 2065 * player. This is a pretty nasty hack, because if we could
2280 return; /* Don't think this should happen */ 2077 return; /* Don't think this should happen */
2281 } 2078 }
2282 else 2079 else
2283 m = op->map; 2080 m = op->map;
2284 2081
2285 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2286 { 2083 {
2287 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2288 return; 2085 return;
2289 } 2086 }
2290 2087
2291 mon = NULL; 2088 mon = 0;
2292 /* Go through all the objects, and find ones of interest. Only stop if 2089 /* 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. 2090 * 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 2091 * if its a door or barrel (can roll) see if there may be monsters
2295 * on the space 2092 * on the space
2296 */ 2093 */
2297 while (tmp != NULL) 2094 while (tmp)
2298 { 2095 {
2299 if (tmp == op) 2096 if (tmp == op)
2300 { 2097 {
2301 tmp = tmp->above; 2098 tmp = tmp->above;
2302 continue; 2099 continue;
2312 mon = tmp; 2109 mon = tmp;
2313 2110
2314 tmp = tmp->above; 2111 tmp = tmp->above;
2315 } 2112 }
2316 2113
2317 if (mon == NULL) /* This happens anytime the player tries to move */ 2114 if (!mon) /* This happens anytime the player tries to move */
2318 return; /* into a wall */ 2115 return; /* into a wall */
2319 2116
2320 if (mon->head != NULL) 2117 if (mon->head)
2321 mon = mon->head; 2118 mon = mon->head;
2322 2119
2323 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2120 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2324 if (player_attack_door (op, mon)) 2121 if (player_attack_door (op, mon))
2325 return; 2122 return;
2362 * attack them either. 2159 * attack them either.
2363 */ 2160 */
2364 if ((mon->type == PLAYER || mon->enemy != op) && 2161 if ((mon->type == PLAYER || mon->enemy != op) &&
2365 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2162 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2366#ifdef PROHIBIT_PLAYERKILL 2163#ifdef PROHIBIT_PLAYERKILL
2367 (op->contr->peaceful 2164 (op->contr->peaceful
2368 || (mon->type == PLAYER 2165 || (mon->type == PLAYER
2369 && mon->contr-> 2166 && mon->contr->
2370 peaceful)) && 2167 peaceful)) &&
2371#else 2168#else
2372 op->contr->peaceful && 2169 op->contr->peaceful &&
2373#endif 2170#endif
2374 !on_battleground)) 2171 !on_battleground))
2375 { 2172 {
2376 if (!op->contr->braced) 2173 if (!op->contr->braced)
2377 { 2174 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2175 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2379 (void) push_ob (mon, dir, op); 2176 (void) push_ob (mon, dir, op);
2380 } 2177 }
2381 else 2178 else
2382 {
2383 new_draw_info (0, 0, op, "You withhold your attack"); 2179 new_draw_info (0, 0, op, "You withhold your attack");
2384 } 2180
2385 if (op->contr->tmp_invis || op->hide) 2181 if (op->contr->tmp_invis || op->hide)
2386 make_visible (op); 2182 make_visible (op);
2387 } 2183 }
2388 2184
2389 /* If the object is a boulder or other rollable object, then 2185 /* If the object is a boulder or other rollable object, then
2417 op->speed_left += op->speed / op->contr->weapon_sp; 2213 op->speed_left += op->speed / op->contr->weapon_sp;
2418 2214
2419 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2215 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2420 } 2216 }
2421 2217
2422 skill_attack (mon, op, 0, NULL, NULL); 2218 skill_attack (mon, op, 0, 0, 0);
2423 2219
2424 /* If attacking another player, that player gets automatic 2220 /* If attacking another player, that player gets automatic
2425 * hitback, and doesn't loose luck either. 2221 * hitback, and doesn't loose luck either.
2426 * Disable hitback on the battleground or if the target is 2222 * Disable hitback on the battleground or if the target is
2427 * the wiz. 2223 * the wiz.
2429 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2225 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2430 { 2226 {
2431 short luck = mon->stats.luck; 2227 short luck = mon->stats.luck;
2432 2228
2433 mon->contr->has_hit = 1; 2229 mon->contr->has_hit = 1;
2434 skill_attack (op, mon, 0, NULL, NULL); 2230 skill_attack (op, mon, 0, 0, 0);
2435 mon->stats.luck = luck; 2231 mon->stats.luck = luck;
2436 } 2232 }
2233
2437 if (action_makes_visible (op)) 2234 if (action_makes_visible (op))
2438 make_visible (op); 2235 make_visible (op);
2439 } 2236 }
2440 } /* if player should attack something */ 2237 } /* if player should attack something */
2441} 2238}
2476 2273
2477 /* Add special check for newcs players and fire on - this way, the 2274 /* Add special check for newcs players and fire on - this way, the
2478 * server can handle repeat firing. 2275 * server can handle repeat firing.
2479 */ 2276 */
2480 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2277 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2481 {
2482 op->direction = dir; 2278 op->direction = dir;
2483 }
2484 else 2279 else
2485 {
2486 op->direction = 0; 2280 op->direction = 0;
2487 } 2281
2488 /* Update how the player looks. Use the facing, so direction may 2282 /* Update how the player looks. Use the facing, so direction may
2489 * get reset to zero. This allows for full animation capabilities 2283 * get reset to zero. This allows for full animation capabilities
2490 * for players. 2284 * for players.
2491 */ 2285 */
2492 animate_object (op, op->facing); 2286 animate_object (op, op->facing);
2544 2338
2545 /* call this here - we also will call this in do_ericserver, but 2339 /* call this here - we also will call this in do_ericserver, but
2546 * the players time has been increased when doericserver has been 2340 * the players time has been increased when doericserver has been
2547 * called, so we recheck it here. 2341 * called, so we recheck it here.
2548 */ 2342 */
2549 op->contr->socket->handle_command (); 2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2344 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2345 ;
2346
2550 if (op->speed_left < 0) 2347 if (op->speed_left < 0)
2551 return 0; 2348 return 0;
2552 2349
2553 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2350 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2554 { 2351 {
2591 op->stats.hp = op->stats.maxhp; 2388 op->stats.hp = op->stats.maxhp;
2592 2389
2593 if (op->stats.food < 0) 2390 if (op->stats.food < 0)
2594 op->stats.food = 999; 2391 op->stats.food = 999;
2595 2392
2596 fix_player (op); 2393 op->update_stats ();
2597 return 1; 2394 return 1;
2598 } 2395 }
2599 2396
2600 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2397 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2601 CLEAR_FLAG (op, FLAG_LIFESAVE); 2398 CLEAR_FLAG (op, FLAG_LIFESAVE);
2631 remove_unpaid_objects (op->inv, env); 2428 remove_unpaid_objects (op->inv, env);
2632 2429
2633 op = next; 2430 op = next;
2634 } 2431 }
2635} 2432}
2636
2637 2433
2638/* 2434/*
2639 * Returns pointer a static string containing gravestone text 2435 * Returns pointer a static string containing gravestone text
2640 * Moved from apply.c to player.c - player.c is what 2436 * Moved from apply.c to player.c - player.c is what
2641 * actually uses this function. player.c may not be quite the 2437 * actually uses this function. player.c may not be quite the
2675 strncat (buf2, " ", 20 - strlen (buf) / 2); 2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2676 strcat (buf2, buf); 2472 strcat (buf2, buf);
2677 2473
2678 return buf2; 2474 return buf2;
2679} 2475}
2680
2681
2682 2476
2683void 2477void
2684do_some_living (object *op) 2478do_some_living (object *op)
2685{ 2479{
2686 int last_food = op->stats.food; 2480 int last_food = op->stats.food;
2695 const int max_grace = 1; 2489 const int max_grace = 1;
2696 2490
2697 if (op->contr->outputs_sync) 2491 if (op->contr->outputs_sync)
2698 { 2492 {
2699 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2493 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) 2494 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]); 2495 flush_output_element (op, &op->contr->outputs[i]);
2702 } 2496 }
2703 2497
2704 if (op->contr->state == ST_PLAYING) 2498 if (op->contr->ns->state == ST_PLAYING)
2705 { 2499 {
2706
2707 /* these next three if clauses make it possible to SLOW DOWN 2500 /* these next three if clauses make it possible to SLOW DOWN
2708 hp/grace/spellpoint regeneration. */ 2501 hp/grace/spellpoint regeneration. */
2709 if (op->contr->gen_hp >= 0) 2502 if (op->contr->gen_hp >= 0)
2710 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2503 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2711 else 2504 else
2712 { 2505 {
2713 gen_hp = op->stats.maxhp; 2506 gen_hp = op->stats.maxhp;
2714 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2507 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2715 } 2508 }
2509
2716 if (op->contr->gen_sp >= 0) 2510 if (op->contr->gen_sp >= 0)
2717 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2511 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2718 else 2512 else
2719 { 2513 {
2720 gen_sp = op->stats.maxsp; 2514 gen_sp = op->stats.maxsp;
2721 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2515 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2722 } 2516 }
2517
2723 if (op->contr->gen_grace >= 0) 2518 if (op->contr->gen_grace >= 0)
2724 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2519 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2725 else 2520 else
2726 { 2521 {
2727 gen_grace = op->stats.maxgrace; 2522 gen_grace = op->stats.maxgrace;
2743 op->stats.food += op->contr->digestion; 2538 op->stats.food += op->contr->digestion;
2744 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2539 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2745 op->stats.food = last_food; 2540 op->stats.food = last_food;
2746 } 2541 }
2747 } 2542 }
2543
2748 if (max_sp > 1) 2544 if (max_sp > 1)
2749 { 2545 {
2750 over_sp = (gen_sp + 10) / rate_sp; 2546 over_sp = (gen_sp + 10) / rate_sp;
2751 if (over_sp > 0) 2547 if (over_sp > 0)
2752 { 2548 {
2753 if (op->stats.sp < op->stats.maxsp) 2549 if (op->stats.sp < op->stats.maxsp)
2754 { 2550 {
2755 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2551 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2552
2756 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2553 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2757 op->stats.sp--; 2554 op->stats.sp--;
2555
2758 if (op->stats.sp > op->stats.maxsp) 2556 if (op->stats.sp > op->stats.maxsp)
2759 op->stats.sp = op->stats.maxsp; 2557 op->stats.sp = op->stats.maxsp;
2760 } 2558 }
2761 op->last_sp = 0; 2559 op->last_sp = 0;
2762 } 2560 }
2763 else 2561 else
2764 {
2765 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2562 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2766 }
2767 } 2563 }
2768 else 2564 else
2769 {
2770 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2565 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2771 }
2772 } 2566 }
2773 2567
2774 /* Regenerate Grace */ 2568 /* Regenerate Grace */
2775 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2569 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2776 if (--op->last_grace < 0) 2570 if (--op->last_grace < 0)
2777 { 2571 {
2778 if (op->stats.grace < op->stats.maxgrace / 2) 2572 if (op->stats.grace < op->stats.maxgrace / 2)
2779 op->stats.grace++; /* no penalty in food for regaining grace */ 2573 op->stats.grace++; /* no penalty in food for regaining grace */
2574
2780 if (max_grace > 1) 2575 if (max_grace > 1)
2781 { 2576 {
2782 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2577 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2783 if (over_grace > 0) 2578 if (over_grace > 0)
2784 { 2579 {
2812 op->stats.food += op->contr->digestion; 2607 op->stats.food += op->contr->digestion;
2813 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2608 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2814 op->stats.food = last_food; 2609 op->stats.food = last_food;
2815 } 2610 }
2816 } 2611 }
2612
2817 if (max_hp > 1) 2613 if (max_hp > 1)
2818 { 2614 {
2819 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2615 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2820 if (over_hp > 0) 2616 if (over_hp > 0)
2821 { 2617 {
2845 2641
2846 if (op->contr->gen_hp > 0) 2642 if (op->contr->gen_hp > 0)
2847 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2643 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2848 else 2644 else
2849 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2645 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2646
2850 /* dms do not consume food */ 2647 /* dms do not consume food */
2851 if (!QUERY_FLAG (op, FLAG_WIZ)) 2648 if (!QUERY_FLAG (op, FLAG_WIZ))
2852 op->stats.food--; 2649 op->stats.food--;
2853 } 2650 }
2854 }
2855 2651
2856 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2652 if (op->stats.food < 0 && op->stats.hp >= 0)
2857 { 2653 {
2858 object *tmp, *flesh = NULL; 2654 object *tmp, *flesh = 0;
2859 2655
2860 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2656 for (tmp = op->inv; tmp; tmp = tmp->below)
2861 { 2657 {
2862 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2658 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2863 {
2864 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2865 { 2659 {
2660 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2661 {
2866 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.");
2867 manual_apply (op, tmp, 0); 2663 manual_apply (op, tmp, 0);
2868 if (op->stats.food >= 0 || op->stats.hp < 0) 2664 if (op->stats.food >= 0 || op->stats.hp < 0)
2869 break; 2665 break;
2870 } 2666 }
2871 else if (tmp->type == FLESH) 2667 else if (tmp->type == FLESH)
2872 flesh = tmp; 2668 flesh = tmp;
2873 } /* End if paid for object */ 2669 } /* End if paid for object */
2874 } /* end of for loop */ 2670 } /* end of for loop */
2671
2875 /* If player is still starving, it means they don't have any food, so 2672 /* If player is still starving, it means they don't have any food, so
2876 * eat flesh instead. 2673 * eat flesh instead.
2877 */ 2674 */
2878 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2675 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2879 { 2676 {
2880 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2881 manual_apply (op, flesh, 0); 2678 manual_apply (op, flesh, 0);
2882 } 2679 }
2883 } /* end if player is starving */ 2680 }
2884 2681
2885 while (op->stats.food < 0 && op->stats.hp > 0) 2682 while (op->stats.food < 0 && op->stats.hp >= 0)
2886 op->stats.food++, op->stats.hp--; 2683 op->stats.food++, op->stats.hp--;
2887 2684
2888 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2685 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2889 kill_player (op); 2686 kill_player (op);
2687 }
2890} 2688}
2891
2892
2893 2689
2894/* If the player should die (lack of hp, food, etc), we call this. 2690/* 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 2691 * 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 2692 * permadeath, no lifesave), this will take care of removing the player
2897 * file. 2693 * file.
3004 x = op->x; 2800 x = op->x;
3005 y = op->y; 2801 y = op->y;
3006 map = op->map; 2802 map = op->map;
3007 2803
3008 2804
3009 if (settings.not_permadeth == TRUE)
3010 {
3011 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
3012 * life if they are dead - it takes some exp and a random stat. 2806 * 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. 2807 * See the config.h file for a little more in depth detail about this.
3014 */ 2808 */
3015 2809
3016 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
3017 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
3018 * of death. 2812 * of death.
3019 */ 2813 */
3020#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
3021 if (settings.balanced_stat_loss) 2815 if (settings.balanced_stat_loss)
3022 { 2816 {
3023 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
3024 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
3025 more if they do. */ 2819 more if they do. */
3026 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
3027 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
3028 little bit harder. */ 2822 little bit harder. */
3029 /* GD */ 2823 /* GD */
3030 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3031 num_stats_lose = 1; 2825 num_stats_lose = 1;
3032 else
3033 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3034 }
3035 else 2826 else
3036 { 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
2830 {
3037 num_stats_lose = 1; 2831 num_stats_lose = 1;
3038 } 2832 }
3039 lost_a_stat = 0; 2833 lost_a_stat = 0;
3040 2834
3041 for (z = 0; z < num_stats_lose; z++) 2835 for (z = 0; z < num_stats_lose; z++)
3042 { 2836 {
3043 i = RANDOM () % NUM_STATS; 2837 i = RANDOM () % NUM_STATS;
3044 2838
3045 if (settings.stat_loss_on_death) 2839 if (settings.stat_loss_on_death)
3046 { 2840 {
3047 /* Pick a random stat and take a point off it. Tell the player 2841 /* Pick a random stat and take a point off it. Tell the player
3048 * what he lost. 2842 * what he lost.
3049 */ 2843 */
3050 change_attr_value (&(op->stats), i, -1); 2844 change_attr_value (&(op->stats), i, -1);
3051 check_stat_bounds (&(op->stats)); 2845 check_stat_bounds (&(op->stats));
3052 change_attr_value (&(op->contr->orig_stats), i, -1); 2846 change_attr_value (&(op->contr->orig_stats), i, -1);
3053 check_stat_bounds (&(op->contr->orig_stats)); 2847 check_stat_bounds (&(op->contr->orig_stats));
3054 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3055 lost_a_stat = 1; 2849 lost_a_stat = 1;
2850 }
2851 else
2852 {
2853 /* deplete a stat */
2854 archetype *deparch = archetype::find ("depletion");
2855 object *dep;
2856
2857 dep = present_arch_in_ob (deparch, op);
2858 if (!dep)
2859 {
2860 dep = arch_to_object (deparch);
2861 insert_ob_in_ob (dep, op);
3056 } 2862 }
3057 else 2863 lose_this_stat = 1;
2864 if (settings.balanced_stat_loss)
3058 { 2865 {
3059 /* deplete a stat */ 2866 /* GD */
3060 archetype *deparch = archetype::find ("depletion"); 2867 /* Get the stat that we're about to deplete. */
3061 object *dep; 2868 this_stat = get_attr_value (&(dep->stats), i);
3062 2869 if (this_stat < 0)
3063 dep = present_arch_in_ob (deparch, op);
3064 if (!dep)
3065 { 2870 {
3066 dep = arch_to_object (deparch); 2871 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3067 insert_ob_in_ob (dep, op); 2872 int keep_chance = this_stat * this_stat;
3068 } 2873
3069 lose_this_stat = 1; 2874 /* 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) 2875 if (keep_chance < 1)
2876 keep_chance = 1;
2877
2878 /* There is a maximum depletion total per level. */
2879 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3076 { 2880 {
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; 2881 lose_this_stat = 0;
3088 /* Take loss chance vs keep chance to see if we 2882 /* Take loss chance vs keep chance to see if we
3089 retain the stat. */ 2883 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 } 2884 }
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 */ 2885 else
3111 if (this_stat >= -50)
3112 { 2886 {
3113 change_attr_value (&(dep->stats), i, -1); 2887 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; 2888 lose_this_stat = 0;
2889 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2890 this_stat, keep_chance, loss_chance,
2891 lose_this_stat?"LOSE":"KEEP"); */
3118 } 2892 }
3119 } 2893 }
3120 } 2894 }
2895
2896 if (lose_this_stat)
2897 {
2898 this_stat = get_attr_value (&(dep->stats), i);
2899 /* We could try to do something clever like find another
2900 * stat to reduce if this fails. But chances are, if
2901 * stats have been depleted to -50, all are pretty low
2902 * and should be roughly the same, so it shouldn't make a
2903 * difference.
2904 */
2905 if (this_stat >= -50)
2906 {
2907 change_attr_value (&(dep->stats), i, -1);
2908 SET_FLAG (dep, FLAG_APPLIED);
2909 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2910 op->update_stats ();
2911 lost_a_stat = 1;
2912 }
3121 } 2913 }
2914 }
2915 }
3122 /* If no stat lost, tell the player. */ 2916 /* If no stat lost, tell the player. */
3123 if (!lost_a_stat) 2917 if (!lost_a_stat)
3124 { 2918 {
3125 /* determine_god() seems to not work sometimes... why is this? 2919 /* determine_god() seems to not work sometimes... why is this?
3126 Should I be using something else? GD */ 2920 Should I be using something else? GD */
3127 const char *god = determine_god (op); 2921 const char *god = determine_god (op);
3128 2922
3129 if (god && (strcmp (god, "none"))) 2923 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); 2924 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3131 else 2925 else
3132 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2926 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3133 } 2927 }
3134#else 2928#else
3135 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3136#endif 2930#endif
3137 2931
3138 /* Put a gravestone up where the character 'almost' died. List the 2932 /* Put a gravestone up where the character 'almost' died. List the
3139 * exp loss on the stone. 2933 * exp loss on the stone.
3140 */ 2934 */
3141 tmp = arch_to_object (archetype::find ("gravestone")); 2935 tmp = arch_to_object (archetype::find ("gravestone"));
3142 sprintf (buf, "%s's gravestone", &op->name); 2936 sprintf (buf, "%s's gravestone", &op->name);
3143 tmp->name = buf; 2937 tmp->name = buf;
3144 sprintf (buf, "%s's gravestones", &op->name); 2938 sprintf (buf, "%s's gravestones", &op->name);
3145 tmp->name_pl = buf; 2939 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); 2940 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; 2941 tmp->msg = buf;
3148 tmp->x = op->x, tmp->y = op->y; 2942 tmp->x = op->x, tmp->y = op->y;
3149 insert_ob_in_map (tmp, op->map, NULL, 0); 2943 insert_ob_in_map (tmp, op->map, NULL, 0);
3150 2944
3151 /**************************************/ 2945 /**************************************/
3152 /* */ 2946 /* */
3153 /* Subtract the experience points, */ 2947 /* Subtract the experience points, */
3154 /* if we died cause of food, give us */ 2948 /* if we died cause of food, give us */
3155 /* food, and reset HP's... */ 2949 /* food, and reset HP's... */
3156 /* */ 2950 /* */
3157 /**************************************/ 2951 /**************************************/
3158 2952
3159 /* remove any poisoning and confusion the character may be suffering. */ 2953 /* remove any poisoning and confusion the character may be suffering. */
3160 /* restore player */ 2954 /* restore player */
3161 at = archetype::find ("poisoning"); 2955 at = archetype::find ("poisoning");
3162 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
3163 2957
3164 if (tmp) 2958 if (tmp)
3165 { 2959 {
3166 tmp->destroy (); 2960 tmp->destroy ();
3167 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2961 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3168 } 2962 }
3169 2963
3170 at = archetype::find ("confusion"); 2964 at = archetype::find ("confusion");
3171 tmp = present_arch_in_ob (at, op); 2965 tmp = present_arch_in_ob (at, op);
3172 if (tmp) 2966 if (tmp)
3173 { 2967 {
3174 tmp->destroy (); 2968 tmp->destroy ();
3175 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3176 } 2970 }
3177 2971
3178 cure_disease (op, 0); /* remove any disease */ 2972 cure_disease (op, 0); /* remove any disease */
3179 2973
3180 /*add_exp(op, (op->stats.exp * -0.20)); */ 2974 /*add_exp(op, (op->stats.exp * -0.20)); */
3181 apply_death_exp_penalty (op); 2975 apply_death_exp_penalty (op);
3182 if (op->stats.food < 100) 2976 if (op->stats.food < 100)
3183 op->stats.food = 900; 2977 op->stats.food = 900;
3184 op->stats.hp = op->stats.maxhp; 2978 op->stats.hp = op->stats.maxhp;
3185 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2979 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3186 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2980 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3187 2981
3188 /* 2982 /*
3189 * Check to see if the player is in a shop. IF so, then check to see if 2983 * 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 2984 * the player has any unpaid items. If so, remove them and put them back
3191 * in the map. 2985 * in the map.
3192 */ 2986 */
3193 2987
3194 if (is_in_shop (op)) 2988 if (is_in_shop (op))
3195 remove_unpaid_objects (op->inv, op); 2989 remove_unpaid_objects (op->inv, op);
3196 2990
3197 /****************************************/ 2991 /****************************************/
3198 /* */ 2992 /* */
3199 /* Move player to his current respawn- */ 2993 /* Move player to his current respawn- */
3200 /* position (usually last savebed) */ 2994 /* position (usually last savebed) */
3201 /* */ 2995 /* */
3202 /****************************************/ 2996 /****************************************/
3203 2997
3204 enter_player_savebed (op); 2998 enter_player_savebed (op);
3205 2999
3206 /* Save the player before inserting the force to reduce 3000 /* Save the player before inserting the force to reduce
3207 * chance of abuse. 3001 * chance of abuse.
3208 */ 3002 */
3209 op->contr->braced = 0; 3003 op->contr->braced = 0;
3210 save_player (op, 1); 3004 op->contr->save ();
3211 3005
3212 /* it is possible that the player has blown something up 3006 /* it is possible that the player has blown something up
3213 * at his savebed location, and that can have long lasting 3007 * at his savebed location, and that can have long lasting
3214 * spell effects. So first see if there is a spell effect 3008 * spell effects. So first see if there is a spell effect
3215 * on the space that might harm the player. 3009 * on the space that might harm the player.
3216 */ 3010 */
3217 will_kill_again = 0; 3011 will_kill_again = 0;
3218 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3012 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3219 if (tmp->type == SPELL_EFFECT) 3013 if (tmp->type == SPELL_EFFECT)
3220 will_kill_again |= tmp->attacktype; 3014 will_kill_again |= tmp->attacktype;
3221 3015
3222 if (will_kill_again) 3016 if (will_kill_again)
3223 { 3017 {
3224 object *force; 3018 object *force;
3225 int at; 3019 int at;
3226 3020
3227 force = get_archetype (FORCE_NAME); 3021 force = get_archetype (FORCE_NAME);
3228 /* 50 ticks should be enough time for the spell to abate */ 3022 /* 50 ticks should be enough time for the spell to abate */
3229 force->speed = 0.1; 3023 force->speed = 0.1;
3230 force->speed_left = -5.0; 3024 force->speed_left = -5.0;
3231 SET_FLAG (force, FLAG_APPLIED); 3025 SET_FLAG (force, FLAG_APPLIED);
3232 for (at = 0; at < NROFATTACKS; at++) 3026 for (at = 0; at < NROFATTACKS; at++)
3233 if (will_kill_again & (1 << at)) 3027 if (will_kill_again & (1 << at))
3234 force->resist[at] = 100; 3028 force->resist[at] = 100;
3235 3029
3236 insert_ob_in_ob (force, op); 3030 insert_ob_in_ob (force, op);
3237 fix_player (op); 3031 op->update_stats ();
3238 3032
3239 } 3033 }
3240 3034
3241 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3035 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} 3036}
3310
3311 3037
3312void 3038void
3313loot_object (object *op) 3039loot_object (object *op)
3314{ /* Grab and destroy some treasure */ 3040{ /* Grab and destroy some treasure */
3315 object *tmp, *tmp2, *next; 3041 object *tmp, *tmp2, *next;
3316 3042
3317 if (op->container) 3043 if (op->container)
3318 { /* close open sack first */
3319 esrv_apply_container (op, op->container); 3044 esrv_apply_container (op, op->container); /* close open sack first */
3320 }
3321 3045
3322 for (tmp = op->inv; tmp != NULL; tmp = next) 3046 for (tmp = op->inv; tmp; tmp = next)
3323 { 3047 {
3324 next = tmp->below; 3048 next = tmp->below;
3325 if (tmp->type == EXPERIENCE || tmp->invisible) 3049
3050 if (tmp->invisible)
3326 continue; 3051 continue;
3052
3327 tmp->remove (); 3053 tmp->remove ();
3328 tmp->x = op->x, tmp->y = op->y; 3054 tmp->x = op->x, tmp->y = op->y;
3329 if (tmp->type == CONTAINER) 3055 if (tmp->type == CONTAINER)
3330 { /* empty container to ground */ 3056 { /* empty container to ground */
3331 loot_object (tmp); 3057 loot_object (tmp);
3353 */ 3079 */
3354 3080
3355void 3081void
3356fix_weight (void) 3082fix_weight (void)
3357{ 3083{
3358 player *pl; 3084 for_all_players (pl)
3359
3360 for (pl = first_player; pl != NULL; pl = pl->next)
3361 { 3085 {
3362 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3086 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3363 3087
3364 if (old == sum) 3088 if (old == sum)
3365 continue; 3089 continue;
3366 fix_player (pl->ob); 3090 pl->ob->update_stats ();
3367 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3091 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3368 } 3092 }
3369} 3093}
3370 3094
3371void 3095void
3372fix_luck (void) 3096fix_luck (void)
3373{ 3097{
3374 player *pl; 3098 for_all_players (pl)
3375
3376 for (pl = first_player; pl != NULL; pl = pl->next)
3377 if (!pl->ob->contr->state) 3099 if (!pl->ob->contr->ns->state)
3378 change_luck (pl->ob, 0); 3100 pl->ob->change_luck (0);
3379} 3101}
3380
3381 3102
3382/* cast_dust() - handles op throwing objects of type 'DUST'. 3103/* cast_dust() - handles op throwing objects of type 'DUST'.
3383 * This is much simpler in the new spell code - we basically 3104 * This is much simpler in the new spell code - we basically
3384 * just treat this as any other spell casting object. 3105 * just treat this as any other spell casting object.
3385 */ 3106 */
3386
3387void 3107void
3388cast_dust (object *op, object *throw_ob, int dir) 3108cast_dust (object *op, object *throw_ob, int dir)
3389{ 3109{
3390 object *skop, *spob; 3110 object *skop, *spob;
3391 3111
3436 object *tmp = NULL; 3156 object *tmp = NULL;
3437 3157
3438 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3158 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3439 return 1; 3159 return 1;
3440 3160
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; 3161 return 0;
3447} 3162}
3448 3163
3449/* look at the surrounding terrain to determine 3164/* look at the surrounding terrain to determine
3450 * the hideability of this object. Positive levels 3165 * the hideability of this object. Positive levels
3565 if (mflags & P_OUT_OF_MAP) 3280 if (mflags & P_OUT_OF_MAP)
3566 continue; 3281 continue;
3567 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3282 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3568 continue; 3283 continue;
3569 3284
3570 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3285 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3571 { 3286 {
3572 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3287 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3573 return 1; 3288 return 1;
3574 else if (tmp->type == PLAYER) 3289 else if (tmp->type == PLAYER)
3575 { 3290 {
3629 3344
3630 /* only the viewable area the player sees is updated by LOS 3345 /* only the viewable area the player sees is updated by LOS
3631 * code, so we need to restrict ourselves to that range of values 3346 * code, so we need to restrict ourselves to that range of values
3632 * for any meaningful values. 3347 * for any meaningful values.
3633 */ 3348 */
3634 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3635 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3636 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3637 return 1; 3352 return 1;
3638 op = op->more; 3353 op = op->more;
3639 } 3354 }
3640 return 0; 3355 return 0;
3641} 3356}
3827 { 3542 {
3828 /* forces in the treasurelist can alter the player's stats */ 3543 /* forces in the treasurelist can alter the player's stats */
3829 object *skin; 3544 object *skin;
3830 3545
3831 /* first get the dragon skin force */ 3546 /* first get the dragon skin force */
3547 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); 3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3549 ;
3550
3833 if (skin == NULL) 3551 if (!skin)
3834 return; 3552 return;
3835 3553
3836 /* adding new spellpath attunements */ 3554 /* adding new spellpath attunements */
3837 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3838 { 3556 {

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