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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.70 by root, Tue Dec 26 20:04:09 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{
87 return; 57 return;
88 58
89 motd[0] = '\0'; 59 motd[0] = '\0';
90 size = 0; 60 size = 0;
91 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;
96 66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 86 return;
117 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
120 90
121 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
122 { 92 {
123 if (*buf == '#') 93 if (*buf == '#')
124 continue; 94 continue;
125 95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 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);
186 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
187} 157}
188 158
189int 159/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 160static void
161set_first_map (object *op)
191{ 162{
192 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
193 if (*cp == '-' || *cp == '_') 164 op->x = -1;
194 return 0; 165 op->y = -1;
195 166 enter_exit (op, 0);
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201} 167}
202 168
203/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
204 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
205 * Caller is responsible for setting the correct map. 171void
206 */ 172player::connect (client *ns)
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 173{
217 object *op = arch_to_object (get_player_archetype (0)); 174 this->ns = ns;
218 int i; 175 ns->pl = this;
219 176
220 /* Clears basically the entire player structure except 177 next = first_player;
221 * 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 ob->set_speed (ob->speed);
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.
222 */ 206 */
223 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
224 209
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{
225 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 282 * we deal with that below this point.
227 */ 283 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 287
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
239 289
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 290 gen_sp_armour = 10;
258 p->last_speed = -1; 291 last_speed = -1;
259 p->shoottype = range_none; 292 shoottype = range_none;
260 p->bowtype = bow_normal; 293 bowtype = bow_normal;
261 p->petmode = pet_normal; 294 petmode = pet_normal;
262 p->listening = 10; 295 listening = 10;
263 p->usekeys = containers; 296 usekeys = containers;
264 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 299 do_los = 1;
267 p->explore = 0;
268
269 assign (p->title, op->arch->clone.name);
270 op->race = op->arch->clone.race;
271
272 CLEAR_FLAG (op, FLAG_READY_SKILL);
273 300
274 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
277 * at zero. 304 * at zero.
278 */ 305 */
279 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 308
285 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 310 last_resist[i] = -1;
287 311
288 p->last_stats.exp = -1; 312 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 314}
296 315
297/* This loads the first map an puts the player on it. */ 316void
298static void 317player::do_destroy ()
299set_first_map (object *op)
300{ 318{
301 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
307/* Tries to add player on the connection passwd in ns. 369/* Tries to add player on the connection passed in ns.
308 * All we can really get in this is some settings like host and display 370 * All we can really get in this is some settings like host and display
309 * mode. 371 * mode.
310 */ 372 */
311 373player *
312int 374player::create ()
313add_player (client *ns)
314{ 375{
315 player *p = new player; 376 player *pl = new player;
316 377
317 p->socket = ns; 378 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 379
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332 get_name (p->ob);
333
334 return 0; 380 return pl;
335} 381}
336 382
337/* 383/*
338 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
364 410
365object * 411object *
366get_nearest_player (object *mon) 412get_nearest_player (object *mon)
367{ 413{
368 object *op = NULL; 414 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 415 objectlink *ol;
371 unsigned lastdist; 416 unsigned lastdist;
372 rv_vector rv; 417 rv_vector rv;
373 418
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
406 { 451 {
407 op = ol->ob; 452 op = ol->ob;
408 lastdist = rv.distance; 453 lastdist = rv.distance;
409 } 454 }
410 } 455 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 456
412 { 457 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 458 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 459 if (lastdist > rv.distance)
417 { 460 {
418 op = pl->ob; 461 op = pl->ob;
419 lastdist = rv.distance; 462 lastdist = rv.distance;
420 } 463 }
421 } 464
422 }
423#if 0 465#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 467#endif
426 return op; 468 return op;
427} 469}
445 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 489 * is probably not a good thing.
448 */ 490 */
449#define MAX_SPACES 50 491#define MAX_SPACES 50
450
451 492
452/* 493/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
695 link_player_skills (pl); 736 link_player_skills (pl);
696} 737}
697 738
698void 739void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 740get_party_password (object *op, partylist *party)
783{ 741{
784 if (party == NULL) 742 if (party == NULL)
785 { 743 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 745 return;
788 } 746 }
747
789 op->contr->write_buf[0] = '\0'; 748 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 752}
794
795 753
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 755static int
798roll_stat (void) 756roll_stat (void)
799{ 757{
800 int a[4], i, j, k; 758 int a[4], i, j, k;
801 759
802 for (i = 0; i < 4; i++) 760 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 764 if (a[i] < k)
807 k = a[i], j = i; 765 k = a[i], j = i;
808 766
809 for (i = 0, k = 0; i < 4; i++) 767 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 768 if (i != j)
812 k += a[i]; 769 k += a[i];
813 } 770
814 return k; 771 return k;
815} 772}
816 773
817void 774void
818roll_stats (object *op) 775object::roll_stats ()
819{ 776{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 777 int statsort [7];
823 778
824 do 779 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 780 {
835 while (sum < 82 || sum > 116); 781 int sum = 0;
782 for (int i = 7; i--; )
783 sum += statsort [i] = roll_stat ();
836 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
837 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 791
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
870 799
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 800 stats.exp = 0;
882 op->stats.ac = 0; 801 stats.ac = 0;
883 802
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 803 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 804 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
809 contr->levhp[1] = 9;
810 contr->levsp[1] = 6;
811 contr->levgrace[1] = 3;
812
892 op->contr->orig_stats = op->stats; 813 contr->orig_stats = stats;
814 }
893} 815}
894 816
895void 817void
896Roll_Again (object *op) 818object::swap_stats (int a, int b)
897{ 819{
898 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902
903void
904Swap_Stat (object *op, int Swap_Second)
905{
906 signed char tmp;
907 char buf[MAX_BUF];
908
909 if (op->contr->Swap_First == -1)
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 820 int tmp = get_attr_value (&contr->orig_stats, a);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 822 set_attr_value (&contr->orig_stats, b, tmp);
922 823
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 824 stats.Str = contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex; 825 stats.Dex = contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con; 826 stats.Con = contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int; 827 stats.Int = contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis; 828 stats.Wis = contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow; 829 stats.Pow = contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha; 830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
932 op->stats.ac = 0; 834 stats.ac = 0;
933 835
934 op->level = 1; 836 level = 1;
935 op->stats.exp = 0; 837 stats.exp = 0;
936 op->stats.ac = 0; 838 stats.ac = 0;
937 839
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
944 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
945 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
946 op->contr->orig_stats = op->stats; 850 contr->orig_stats = stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 { 851 }
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 852}
1024 853
1025/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
1029 * not the class. 858 * not the class.
1030 */ 859 */
1031
1032int 860int
1033key_change_class (object *op, char key) 861key_change_class (object *op, char key)
1034{ 862{
1035 int tmp_loop; 863 int tmp_loop;
1036 864
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 865 if (key == 'd' || key == 'D')
1044 { 866 {
1045 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
1046 868
1047 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 874 create_treasure (tl, op, 0, 0, 0);
1053 875
1054 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
1056 878
1057 op->contr->state = ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
1058 880
1059 if (op->msg) 881 if (op->msg)
1060 op->msg = NULL; 882 op->msg = NULL;
1061 883
1062 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
1071 start_info (op); 893 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 895 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 896 link_player_skills (op);
1075 esrv_send_inventory (op, op); 897 esrv_send_inventory (op, op);
1076 fix_player (op); 898 op->update_stats ();
1077 899
1078 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1079 * is one for this race 901 * is one for this race
1080 */ 902 */
1081 if (*first_map_ext_path) 903 if (*first_map_ext_path)
1107 while (!tmp_loop) 929 while (!tmp_loop)
1108 { 930 {
1109 shstr name = op->name; 931 shstr name = op->name;
1110 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1111 933
1112 remove_statbonus (op); 934 op->remove_statbonus ();
1113 op->remove (); 935 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 936 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 937 op->arch->clone.copy_to (op);
1116 op->instantiate (); 938 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1119 op->x = x; 941 op->x = x;
1120 op->y = y; 942 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 944 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 945 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 946 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 947 tmp_loop = allowed_class (op);
1126 } 948 }
1127 949
1128 update_object (op, UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 951 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 952 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 955 op->stats.grace = 0;
1134 956
1135 if (op->msg) 957 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 959
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0; 961 return 0;
1140} 962}
1141 963
1142int 964int
1143key_confirm_quit (object *op, char key) 965key_confirm_quit (object *op, char key)
1144{ 966{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 { 968 {
1149 op->contr->state = ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1; 971 return 1;
1152 } 972 }
1153 973
1154 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
1156 978
1157 terminate_all_pets (op); 979 terminate_all_pets (op);
1158 leave_map (op); 980 leave_map (op);
1159 op->direction = 0; 981 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161 983
1162 strcpy (op->contr->killer, "quit"); 984 strcpy (op->contr->killer, "quit");
1163 check_score (op); 985 check_score (op);
1164 op->contr->party = NULL; 986 op->contr->party = 0;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0'; 987 op->contr->own_title[0] = '\0';
1167 988
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 989 object_ptr ob = op;
1169 {
1170 maptile *mp, *next;
1171 990
1172 /* We need to hunt for any per player unique maps in memory and 991 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional, 992 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */ 994 */
995 char buf[MAX_BUF];
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next) 997
1178 { 998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1179 next = mp->next; 1000 next = mp->next;
1001
1180 if (!strncmp (mp->path, buf, strlen (buf))) 1002 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp); 1003 delete_map (mp);
1182 } 1004 }
1183 1005
1184 delete_character (op->name, 1); 1006 delete_character (ob->name, 1);
1185 } 1007 ob->contr->destroy ();
1186 1008
1187 play_again (op);
1188 return 1; 1009 return 1;
1189} 1010}
1190 1011
1191void 1012void
1192flee_player (object *op) 1013flee_player (object *op)
1223 { 1044 {
1224 op->enemy = NULL; 1045 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1047 return;
1227 } 1048 }
1049
1228 get_rangevector (op, op->enemy, &rv, 0); 1050 get_rangevector (op, op->enemy, &rv, 0);
1229 1051
1230 dir = absdir (4 + rv.direction); 1052 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1053 for (diff = 0; diff < 3; diff++)
1232 { 1054 {
1233 int m = 1 - (RANDOM () & 2); 1055 int m = 1 - (RANDOM () & 2);
1234 1056
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1057 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1058 return;
1238 }
1239 } 1059 }
1060
1240 /* Cornered, get rid of scared */ 1061 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1062 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1063 op->enemy = NULL;
1243} 1064}
1244 1065
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1153 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1157 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1158 }
1159
1366 /* philosophy: 1160 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1161 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1162 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1163 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1164 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1165 * example.
1372 * The drawback: right now it has no frontend, so you need to 1166 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1167 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1168 * convert to decimal and then 'pickup <#>
1874 return 0; 1668 return 0;
1875 } 1669 }
1876 1670
1877 arrow->set_owner (op); 1671 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1672 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1673 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1674
1884 if (op->type == PLAYER) 1675 if (op->type == PLAYER)
1885 { 1676 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1678 op->update_stats ();
1888 } 1679 }
1889 1680
1890 SET_ANIMATION (arrow, arrow->direction); 1681 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1683 arrow->stats.hp = arrow->stats.dam;
1902 1693
1903 /* update the speed */ 1694 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1697
1907 if (arrow->speed < 1.0) 1698 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1699 arrow->speed_left = 0;
1911 1700
1912 if (op->type == PLAYER) 1701 if (op->type == PLAYER)
1913 { 1702 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1716 arrow->attacktype |= bow->attacktype;
1928 1717
1929 if (bow->slaying) 1718 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1719 arrow->slaying = bow->slaying;
1931 1720
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1721 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1723
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1725 m->insert (arrow, sx, sy, op);
1938 1726
1939 if (!arrow->destroyed ()) 1727 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1728 move_arrow (arrow);
1941 1729
1942 if (op->type == PLAYER) 1730 if (op->type == PLAYER)
2047 1835
2048 if (item->arch) 1836 if (item->arch)
2049 { 1837 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1838 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1839 item->face = item->arch->clone.face;
2052 item->speed = 0; 1840 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1841 }
1842
2055 if ((tmp = is_player_inv (item))) 1843 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1844 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1845 }
2058 } 1846 }
2059 else if (item->type == ROD || item->type == HORN) 1847 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1848 drain_rod_charge (item);
2062 }
2063 } 1849 }
2064} 1850}
2065 1851
2066/* Received a fire command for the player - go and do it. 1852/* Received a fire command for the player - go and do it.
2067 */ 1853 */
2210 * 0 otherwise 1996 * 0 otherwise
2211 */ 1997 */
2212static int 1998static int
2213player_attack_door (object *op, object *door) 1999player_attack_door (object *op, object *door)
2214{ 2000{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 2001 /* If its a door, try to find a use a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 2002 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 2003 * otherwise, we fall through to the rest of the code.
2219 */ 2004 */
2220 object *key = find_key (op, op, door); 2005 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2043 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2044 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2045 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2046 * going to try and move (not fire weapons).
2262 */ 2047 */
2263
2264void 2048void
2265move_player_attack (object *op, int dir) 2049move_player_attack (object *op, int dir)
2266{ 2050{
2267 object *tmp, *mon; 2051 object *tmp, *mon;
2268 sint16 nx, ny; 2052 sint16 nx, ny;
2270 maptile *m; 2054 maptile *m;
2271 2055
2272 nx = freearr_x[dir] + op->x; 2056 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2057 ny = freearr_y[dir] + op->y;
2274 2058
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2059 on_battleground = op_on_battleground (op, 0, 0);
2276 2060
2277 /* If braced, or can't move to the square, and it is not out of the 2061 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2062 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2063 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2064 * player. This is a pretty nasty hack, because if we could
2292 return; /* Don't think this should happen */ 2076 return; /* Don't think this should happen */
2293 } 2077 }
2294 else 2078 else
2295 m = op->map; 2079 m = op->map;
2296 2080
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 { 2082 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2084 return;
2301 } 2085 }
2302 2086
2303 mon = NULL; 2087 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2088 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2089 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2090 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2091 * on the space
2308 */ 2092 */
2309 while (tmp != NULL) 2093 while (tmp)
2310 { 2094 {
2311 if (tmp == op) 2095 if (tmp == op)
2312 { 2096 {
2313 tmp = tmp->above; 2097 tmp = tmp->above;
2314 continue; 2098 continue;
2324 mon = tmp; 2108 mon = tmp;
2325 2109
2326 tmp = tmp->above; 2110 tmp = tmp->above;
2327 } 2111 }
2328 2112
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2113 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2114 return; /* into a wall */
2331 2115
2332 if (mon->head != NULL) 2116 if (mon->head)
2333 mon = mon->head; 2117 mon = mon->head;
2334 2118
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2119 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2120 if (player_attack_door (op, mon))
2337 return; 2121 return;
2374 * attack them either. 2158 * attack them either.
2375 */ 2159 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2160 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2161 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2162#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2163 (op->contr->peaceful
2380 || (mon->type == PLAYER 2164 || (mon->type == PLAYER
2381 && mon->contr-> 2165 && mon->contr->
2382 peaceful)) && 2166 peaceful)) &&
2383#else 2167#else
2384 op->contr->peaceful && 2168 op->contr->peaceful &&
2385#endif 2169#endif
2386 !on_battleground)) 2170 !on_battleground))
2387 { 2171 {
2388 if (!op->contr->braced) 2172 if (!op->contr->braced)
2389 { 2173 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2175 (void) push_ob (mon, dir, op);
2392 } 2176 }
2393 else 2177 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2178 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2179
2397 if (op->contr->tmp_invis || op->hide) 2180 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2181 make_visible (op);
2399 } 2182 }
2400 2183
2401 /* If the object is a boulder or other rollable object, then 2184 /* If the object is a boulder or other rollable object, then
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2212 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2213
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2215 }
2433 2216
2434 skill_attack (mon, op, 0, NULL, NULL); 2217 skill_attack (mon, op, 0, 0, 0);
2435 2218
2436 /* If attacking another player, that player gets automatic 2219 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2220 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2221 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2222 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2225 {
2443 short luck = mon->stats.luck; 2226 short luck = mon->stats.luck;
2444 2227
2445 mon->contr->has_hit = 1; 2228 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2229 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2230 mon->stats.luck = luck;
2448 } 2231 }
2232
2449 if (action_makes_visible (op)) 2233 if (action_makes_visible (op))
2450 make_visible (op); 2234 make_visible (op);
2451 } 2235 }
2452 } /* if player should attack something */ 2236 } /* if player should attack something */
2453} 2237}
2488 2272
2489 /* Add special check for newcs players and fire on - this way, the 2273 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2274 * server can handle repeat firing.
2491 */ 2275 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2276 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2277 op->direction = dir;
2495 }
2496 else 2278 else
2497 {
2498 op->direction = 0; 2279 op->direction = 0;
2499 } 2280
2500 /* Update how the player looks. Use the facing, so direction may 2281 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2282 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2283 * for players.
2503 */ 2284 */
2504 animate_object (op, op->facing); 2285 animate_object (op, op->facing);
2557 /* call this here - we also will call this in do_ericserver, but 2338 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2339 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2340 * called, so we recheck it here.
2560 */ 2341 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2563 ; 2344 ;
2564 2345
2565 if (op->speed_left < 0) 2346 if (op->speed_left < 0)
2566 return 0; 2347 return 0;
2567 2348
2606 op->stats.hp = op->stats.maxhp; 2387 op->stats.hp = op->stats.maxhp;
2607 2388
2608 if (op->stats.food < 0) 2389 if (op->stats.food < 0)
2609 op->stats.food = 999; 2390 op->stats.food = 999;
2610 2391
2611 fix_player (op); 2392 op->update_stats ();
2612 return 1; 2393 return 1;
2613 } 2394 }
2614 2395
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2396 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628{ 2409{
2629 object *next; 2410 object *next;
2630 2411
2631 while (op) 2412 while (op)
2632 { 2413 {
2633 next = op->below; /* Make sure we have a good value, in case 2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2415
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2416 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2417 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2418 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2419 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2420
2421 op->insert_at (env);
2644 } 2422 }
2645 else if (op->inv) 2423 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2424 remove_unpaid_objects (op->inv, env);
2647 2425
2648 op = next; 2426 op = next;
2649 } 2427 }
2650} 2428}
2651
2652 2429
2653/* 2430/*
2654 * Returns pointer a static string containing gravestone text 2431 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2432 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2433 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2468 strcat (buf2, buf);
2692 2469
2693 return buf2; 2470 return buf2;
2694} 2471}
2695
2696
2697 2472
2698void 2473void
2699do_some_living (object *op) 2474do_some_living (object *op)
2700{ 2475{
2701 int last_food = op->stats.food; 2476 int last_food = op->stats.food;
2710 const int max_grace = 1; 2485 const int max_grace = 1;
2711 2486
2712 if (op->contr->outputs_sync) 2487 if (op->contr->outputs_sync)
2713 { 2488 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]); 2491 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2492 }
2718 2493
2719 if (op->contr->state == ST_PLAYING) 2494 if (op->contr->ns->state == ST_PLAYING)
2720 { 2495 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2496 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2497 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2498 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2499 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2500 else
2727 { 2501 {
2728 gen_hp = op->stats.maxhp; 2502 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2503 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2504 }
2505
2731 if (op->contr->gen_sp >= 0) 2506 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2507 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2508 else
2734 { 2509 {
2735 gen_sp = op->stats.maxsp; 2510 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2511 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2512 }
2513
2738 if (op->contr->gen_grace >= 0) 2514 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2515 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2516 else
2741 { 2517 {
2742 gen_grace = op->stats.maxgrace; 2518 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2534 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2536 op->stats.food = last_food;
2761 } 2537 }
2762 } 2538 }
2539
2763 if (max_sp > 1) 2540 if (max_sp > 1)
2764 { 2541 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2542 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2543 if (over_sp > 0)
2767 { 2544 {
2768 if (op->stats.sp < op->stats.maxsp) 2545 if (op->stats.sp < op->stats.maxsp)
2769 { 2546 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2550 op->stats.sp--;
2551
2773 if (op->stats.sp > op->stats.maxsp) 2552 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2553 op->stats.sp = op->stats.maxsp;
2775 } 2554 }
2776 op->last_sp = 0; 2555 op->last_sp = 0;
2777 } 2556 }
2778 else 2557 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2559 }
2783 else 2560 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2562 }
2788 2563
2789 /* Regenerate Grace */ 2564 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2565 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2566 if (--op->last_grace < 0)
2792 { 2567 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2568 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2569 op->stats.grace++; /* no penalty in food for regaining grace */
2570
2795 if (max_grace > 1) 2571 if (max_grace > 1)
2796 { 2572 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2573 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2574 if (over_grace > 0)
2799 { 2575 {
2827 op->stats.food += op->contr->digestion; 2603 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2604 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2605 op->stats.food = last_food;
2830 } 2606 }
2831 } 2607 }
2608
2832 if (max_hp > 1) 2609 if (max_hp > 1)
2833 { 2610 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2612 if (over_hp > 0)
2836 { 2613 {
2860 2637
2861 if (op->contr->gen_hp > 0) 2638 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2639 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2640 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642
2865 /* dms do not consume food */ 2643 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2644 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2645 op->stats.food--;
2868 } 2646 }
2869 }
2870 2647
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2648 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2649 {
2873 object *tmp, *flesh = NULL; 2650 object *tmp, *flesh = 0;
2874 2651
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2652 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2653 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2654 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2655 {
2656 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2657 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2658 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2659 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2660 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2661 break;
2885 } 2662 }
2886 else if (tmp->type == FLESH) 2663 else if (tmp->type == FLESH)
2887 flesh = tmp; 2664 flesh = tmp;
2888 } /* End if paid for object */ 2665 } /* End if paid for object */
2889 } /* end of for loop */ 2666 } /* end of for loop */
2667
2890 /* If player is still starving, it means they don't have any food, so 2668 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2669 * eat flesh instead.
2892 */ 2670 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2671 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2672 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2673 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2674 manual_apply (op, flesh, 0);
2897 } 2675 }
2898 } /* end if player is starving */ 2676 }
2899 2677
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2678 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2679 op->stats.food++, op->stats.hp--;
2902 2680
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2682 kill_player (op);
2683 }
2905} 2684}
2906
2907
2908 2685
2909/* If the player should die (lack of hp, food, etc), we call this. 2686/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2687 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2688 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2689 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2719 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2943 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2720 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2721
2945 /* restore player */ 2722 /* restore player */
2946 at = archetype::find ("poisoning"); 2723 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2724 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2725 {
2950 tmp->destroy (); 2726 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2727 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2728 }
2953 2729
2954 at = archetype::find ("confusion"); 2730 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2731 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2732 {
2958 tmp->destroy (); 2733 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2735 }
2961 2736
2963 op->stats.hp = op->stats.maxhp; 2738 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2739 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2740 op->stats.food = 999;
2966 2741
2967 /* create a bodypart-trophy to make the winner happy */ 2742 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2743 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2744 {
2971 sprintf (buf, "%s's finger", &op->name); 2745 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2746 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2747 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2748 " the %s, when he was defeated at\n level %d by %s.\n",
2975 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2750 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2751 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2752 tmp->materialname = NULL;
2979 tmp->x = op->x, tmp->y = op->y; 2753 op->insert_at (tmp, op);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2754 }
2982 2755
2983 /* teleport defeated player to new destination */ 2756 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2757 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2758 op->contr->braced = 0;
3011 op->stats.hp = op->stats.maxhp; 2784 op->stats.hp = op->stats.maxhp;
3012 return; 2785 return;
3013 } 2786 }
3014 sprintf (buf, "%s died.", &op->name); 2787 sprintf (buf, "%s died.", &op->name);
3015 } 2788 }
2789
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2791
3018 /* save the map location for corpse, gravestone */ 2792 /* save the map location for corpse, gravestone */
3019 x = op->x; 2793 x = op->x;
3020 y = op->y; 2794 y = op->y;
3021 map = op->map; 2795 map = op->map;
3022 2796
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2797 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2798 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2799 * See the config.h file for a little more in depth detail about this.
3029 */ 2800 */
3030 2801
3031 /* Basically two ways to go - remove a stat permanently, or just 2802 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2803 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2804 * of death.
3034 */ 2805 */
3035#ifndef COZY_SERVER 2806#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2807 if (settings.balanced_stat_loss)
3037 { 2808 {
3038 /* If stat loss is permanent, lose one stat only. */ 2809 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2810 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2811 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2812 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2813 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2814 little bit harder. */
3044 /* GD */ 2815 /* GD */
3045 if (settings.stat_loss_on_death) 2816 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2817 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2818 else
3051 { 2819 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2820 }
2821 else
3052 num_stats_lose = 1; 2822 num_stats_lose = 1;
3053 } 2823
3054 lost_a_stat = 0; 2824 lost_a_stat = 0;
3055 2825
3056 for (z = 0; z < num_stats_lose; z++) 2826 for (z = 0; z < num_stats_lose; z++)
3057 { 2827 {
3058 i = RANDOM () % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
3059 2829
3060 if (settings.stat_loss_on_death) 2830 if (settings.stat_loss_on_death)
3061 { 2831 {
3062 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2833 * what he lost.
3064 */ 2834 */
3065 change_attr_value (&(op->stats), i, -1); 2835 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2836 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2840 lost_a_stat = 1;
2841 }
2842 else
2843 {
2844 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion");
2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2850 {
2851 dep = arch_to_object (deparch);
2852 insert_ob_in_ob (dep, op);
3071 } 2853 }
3072 else 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
3073 { 2856 {
3074 /* deplete a stat */ 2857 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2858 /* Get the stat that we're about to deplete. */
3076 object *dep; 2859 this_stat = get_attr_value (&(dep->stats), i);
3077 2860 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2861 {
3081 dep = arch_to_object (deparch); 2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2863 int keep_chance = this_stat * this_stat;
3083 } 2864
3084 lose_this_stat = 1; 2865 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2871 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2872 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2873 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2874 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2875 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2876 else
3126 if (this_stat >= -50)
3127 { 2877 {
3128 change_attr_value (&(dep->stats), i, -1); 2878 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2883 }
3134 } 2884 }
3135 } 2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2890 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a
2894 * difference.
2895 */
2896 if (this_stat >= -50)
2897 {
2898 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats ();
2902 lost_a_stat = 1;
2903 }
3136 } 2904 }
2905 }
2906 }
3137 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2908 if (!lost_a_stat)
3139 { 2909 {
3140 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2911 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2912 const char *god = determine_god (op);
3143 2913
3144 if (god && (strcmp (god, "none"))) 2914 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2916 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2918 }
3149#else 2919#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2921#endif
3152 2922
3153 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2924 * exp loss on the stone.
3155 */ 2925 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2928 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2930 tmp->name_pl = buf;
3161 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2931 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3162 tmp->msg = buf; 2932 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2933 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2935
3166 /**************************************/ 2936 /**************************************/
3167 /* */ 2937 /* */
3168 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
3171 /* */ 2941 /* */
3172 /**************************************/ 2942 /**************************************/
3173 2943
3174 /* remove any poisoning and confusion the character may be suffering. */ 2944 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2945 /* restore player */
3176 at = archetype::find ("poisoning"); 2946 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
3178 2948
3179 if (tmp) 2949 if (tmp)
3180 { 2950 {
3181 tmp->destroy (); 2951 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2953 }
3184 2954
3185 at = archetype::find ("confusion"); 2955 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2957 if (tmp)
3188 { 2958 {
3189 tmp->destroy (); 2959 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2961 }
3192 2962
3193 cure_disease (op, 0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
3194 2964
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2966 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2967 if (op->stats.food < 100)
3198 op->stats.food = 900; 2968 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2972
3203 /* 2973 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2974 * Check to see if the player is in a shop. IF so, then check to see if
3205 * the player has any unpaid items. If so, remove them and put them back 2975 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2976 * in the map.
3207 */ 2977 */
3208 2978
3209 if (is_in_shop (op)) 2979 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
3211 2981
3212 /****************************************/ 2982 /****************************************/
3213 /* */ 2983 /* */
3214 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
3216 /* */ 2986 /* */
3217 /****************************************/ 2987 /****************************************/
3218 2988
3219 enter_player_savebed (op); 2989 enter_player_savebed (op);
3220 2990
3221 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
3222 * chance of abuse. 2992 * chance of abuse.
3223 */ 2993 */
3224 op->contr->braced = 0; 2994 op->contr->braced = 0;
3225 save_player (op, 1); 2995 op->contr->save ();
3226 2996
3227 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 3000 * on the space that might harm the player.
3231 */ 3001 */
3232 will_kill_again = 0; 3002 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
3236 3006
3237 if (will_kill_again) 3007 if (will_kill_again)
3238 { 3008 {
3239 object *force; 3009 object *force;
3240 int at; 3010 int at;
3241 3011
3242 force = get_archetype (FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 3014 force->speed = 0.1;
3245 force->speed_left = -5.0; 3015 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 3017 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 3019 force->resist[at] = 100;
3250 3020
3251 insert_ob_in_ob (force, op); 3021 insert_ob_in_ob (force, op);
3252 fix_player (op); 3022 op->update_stats ();
3253 3023
3254 } 3024 }
3255 3025
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3026 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 3027}
3325
3326 3028
3327void 3029void
3328loot_object (object *op) 3030loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 3031{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 3032 object *tmp, *tmp2, *next;
3331 3033
3332 if (op->container) 3034 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 3035 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 3036
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3037 for (tmp = op->inv; tmp; tmp = next)
3338 { 3038 {
3339 next = tmp->below; 3039 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3040
3041 if (tmp->invisible)
3341 continue; 3042 continue;
3043
3342 tmp->remove (); 3044 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3046 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3047 { /* empty container to ground */
3346 loot_object (tmp); 3048 loot_object (tmp);
3368 */ 3070 */
3369 3071
3370void 3072void
3371fix_weight (void) 3073fix_weight (void)
3372{ 3074{
3373 player *pl; 3075 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 3076 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3078
3379 if (old == sum) 3079 if (old == sum)
3380 continue; 3080 continue;
3381 fix_player (pl->ob); 3081 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3083 }
3384} 3084}
3385 3085
3386void 3086void
3387fix_luck (void) 3087fix_luck (void)
3388{ 3088{
3389 player *pl; 3089 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3091 pl->ob->change_luck (0);
3394} 3092}
3395
3396 3093
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3400 */ 3097 */
3401
3402void 3098void
3403cast_dust (object *op, object *throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3404{ 3100{
3405 object *skop, *spob; 3101 object *skop, *spob;
3406 3102
3451 object *tmp = NULL; 3147 object *tmp = NULL;
3452 3148
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3150 return 1;
3455 3151
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3152 return 0;
3462} 3153}
3463 3154
3464/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3580 if (mflags & P_OUT_OF_MAP) 3271 if (mflags & P_OUT_OF_MAP)
3581 continue; 3272 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3274 continue;
3584 3275
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3277 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3279 return 1;
3589 else if (tmp->type == PLAYER) 3280 else if (tmp->type == PLAYER)
3590 { 3281 {
3644 3335
3645 /* only the viewable area the player sees is updated by LOS 3336 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3337 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3338 * for any meaningful values.
3648 */ 3339 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3343 return 1;
3653 op = op->more; 3344 op = op->more;
3654 } 3345 }
3655 return 0; 3346 return 0;
3656} 3347}
3842 { 3533 {
3843 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3535 object *skin;
3845 3536
3846 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540 ;
3541
3848 if (skin == NULL) 3542 if (!skin)
3849 return; 3543 return;
3850 3544
3851 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3547 {

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