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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 1.72 by root, Wed Dec 27 15:04:39 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
235 esrv_new_player (this, ob->weight + ob->carrying);
236
237 ob->update_stats ();
238 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0);
242
243 enter_exit (ob, 0);
244
245 send_rules (ob);
246 send_news (ob);
247 display_motd (ob);
248 INVOKE_PLAYER (LOGIN, this);
249}
250
251void
252player::disconnect ()
253{
254 //TODO: don't be so harsh and destroy :)
255 if (ns)
256 {
257 if (enable_save)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259
260 client *ns = this->ns;
261 ns->send_packet ("goodbye");
262 ns->flush ();
263 ns->pl = 0;
264 this->ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 }
269}
270
271// the need for this function can be explained
272// by load_object not returning the object
273void
274player::set_object (object *op)
275{
276 ob = op;
277 ob->contr = this; /* this aren't yet in archetype */
278
279 ob->speed_left = 0.5;
280 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288}
289
290player::player ()
291{
225 /* There are some elements we want initialized to non zero value - 292 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 293 * we deal with that below this point.
227 */ 294 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 295 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 296 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 297 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 298
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 299 assign (savebed_map, first_map_path); /* Init. respawn position */
239 300
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; 301 gen_sp_armour = 10;
258 p->last_speed = -1; 302 last_speed = -1;
259 p->shoottype = range_none; 303 shoottype = range_none;
260 p->bowtype = bow_normal; 304 bowtype = bow_normal;
261 p->petmode = pet_normal; 305 petmode = pet_normal;
262 p->listening = 10; 306 listening = 10;
263 p->usekeys = containers; 307 usekeys = containers;
264 p->last_weapon_sp = -1; 308 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 309 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 310 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);
273 311
274 /* we need to clear these to -1 and not zero - otherwise, 312 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 313 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 314 * send new values to the client, as things like exp start
277 * at zero. 315 * at zero.
278 */ 316 */
279 for (i = 0; i < NUM_SKILLS; i++) 317 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 318 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 319
285 for (i = 0; i < NROFATTACKS; i++) 320 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 321 last_resist[i] = -1;
287 322
288 p->last_stats.exp = -1; 323 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 324 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 325}
296 326
297/* This loads the first map an puts the player on it. */ 327void
298static void 328player::do_destroy ()
299set_first_map (object *op)
300{ 329{
301 strcpy (op->contr->maplevel, first_map_path); 330 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 331
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362}
363
364player::~player ()
365{
366 /* Clear item stack */
367 free (stack_items);
368}
369
307/* Tries to add player on the connection passwd in ns. 370/* 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 371 * All we can really get in this is some settings like host and display
309 * mode. 372 * mode.
310 */ 373 */
311 374player *
312int 375player::create ()
313add_player (client *ns)
314{ 376{
315 player *p = new player; 377 player *pl = new player;
316 378
317 p->socket = ns; 379 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 380
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; 381 return pl;
335} 382}
336 383
337/* 384/*
338 * get_player_archetype() return next player archetype from archetype 385 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 386 * list. Not very efficient routine, but used only creating new players.
364 411
365object * 412object *
366get_nearest_player (object *mon) 413get_nearest_player (object *mon)
367{ 414{
368 object *op = NULL; 415 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 416 objectlink *ol;
371 unsigned lastdist; 417 unsigned lastdist;
372 rv_vector rv; 418 rv_vector rv;
373 419
374 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
406 { 452 {
407 op = ol->ob; 453 op = ol->ob;
408 lastdist = rv.distance; 454 lastdist = rv.distance;
409 } 455 }
410 } 456 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 457
412 { 458 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 459 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 460 if (lastdist > rv.distance)
417 { 461 {
418 op = pl->ob; 462 op = pl->ob;
419 lastdist = rv.distance; 463 lastdist = rv.distance;
420 } 464 }
421 } 465
422 }
423#if 0 466#if 0
424 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 467 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
425#endif 468#endif
426 return op; 469 return op;
427} 470}
445 * circling behaviour. Unfortunately, this function is also used to determined 488 * 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 489 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 490 * is probably not a good thing.
448 */ 491 */
449#define MAX_SPACES 50 492#define MAX_SPACES 50
450
451 493
452/* 494/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 495 * 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 496 * 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 497 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 736 /* Need to set up the skill pointers */
695 link_player_skills (pl); 737 link_player_skills (pl);
696} 738}
697 739
698void 740void
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) 741get_party_password (object *op, partylist *party)
783{ 742{
784 if (party == NULL) 743 if (party == NULL)
785 { 744 {
786 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 745 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
787 return; 746 return;
788 } 747 }
748
789 op->contr->write_buf[0] = '\0'; 749 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 750 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 751 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 752 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 753}
794
795 754
796/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 755/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
797int 756static int
798roll_stat (void) 757roll_stat (void)
799{ 758{
800 int a[4], i, j, k; 759 int a[4], i, j, k;
801 760
802 for (i = 0; i < 4; i++) 761 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 764 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 765 if (a[i] < k)
807 k = a[i], j = i; 766 k = a[i], j = i;
808 767
809 for (i = 0, k = 0; i < 4; i++) 768 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 769 if (i != j)
812 k += a[i]; 770 k += a[i];
813 } 771
814 return k; 772 return k;
815} 773}
816 774
817void 775void
818roll_stats (object *op) 776object::roll_stats ()
819{ 777{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 778 int statsort [7];
823 779
824 do 780 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 } 781 {
835 while (sum < 82 || sum > 116); 782 int sum = 0;
783 for (int i = 7; i--; )
784 sum += statsort [i] = roll_stat ();
836 785
786 if (sum >= 82 && sum <= 116)
787 break;
788 }
789
837 /* Sort the stats so that rerolling is easier... */ 790 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 791 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;
845 792
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]; 793 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 794 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 795 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 796 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 797 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 798 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 799 stats.Cha = statsort[6];
870 800
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; 801 stats.exp = 0;
882 op->stats.ac = 0; 802 stats.ac = 0;
883 803
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; 804 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 805 stats.sp = stats.maxsp;
891 op->stats.grace = op->stats.maxgrace; 806 stats.grace = stats.maxgrace;
807
808 if (contr)
809 {
810 contr->levhp[1] = 9;
811 contr->levsp[1] = 6;
812 contr->levgrace[1] = 3;
813
892 op->contr->orig_stats = op->stats; 814 contr->orig_stats = stats;
815 }
893} 816}
894 817
895void 818void
896Roll_Again (object *op) 819object::swap_stats (int a, int b)
897{ 820{
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); 821 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)); 822 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); 823 set_attr_value (&contr->orig_stats, b, tmp);
922 824
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; 825 stats.Str = contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex; 826 stats.Dex = contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con; 827 stats.Con = contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int; 828 stats.Int = contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis; 829 stats.Wis = contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow; 830 stats.Pow = contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha; 831 stats.Cha = contr->orig_stats.Cha;
832
833 //TODO: the following code looks so borked and should, at the very least,
834 // be merged with the similar code in roll_stats
932 op->stats.ac = 0; 835 stats.ac = 0;
933 836
934 op->level = 1; 837 level = 1;
935 op->stats.exp = 0; 838 stats.exp = 0;
936 op->stats.ac = 0; 839 stats.ac = 0;
937 840
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; 841 stats.hp = stats.maxhp;
944 op->stats.sp = op->stats.maxsp; 842 stats.sp = stats.maxsp;
945 op->stats.grace = op->stats.maxgrace; 843 stats.grace = stats.maxgrace;
844
845 if (contr)
846 {
847 contr->levhp[1] = 9;
848 contr->levsp[1] = 6;
849 contr->levgrace[1] = 3;
850
946 op->contr->orig_stats = op->stats; 851 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 { 852 }
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} 853}
1024 854
1025/* This function takes the key that is passed, and does the 855/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 856 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 857 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 858 * separate race and class; this actually changes the RACE,
1029 * not the class. 859 * not the class.
1030 */ 860 */
1031
1032int 861int
1033key_change_class (object *op, char key) 862key_change_class (object *op, char key)
1034{ 863{
1035 int tmp_loop; 864 int tmp_loop;
1036 865
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 866 if (key == 'd' || key == 'D')
1044 { 867 {
1045 char buf[MAX_BUF]; 868 char buf[MAX_BUF];
1046 869
1047 /* this must before then initial items are given */ 870 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 875 create_treasure (tl, op, 0, 0, 0);
1053 876
1054 INVOKE_PLAYER (BIRTH, op->contr); 877 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 878 INVOKE_PLAYER (LOGIN, op->contr);
1056 879
1057 op->contr->state = ST_PLAYING; 880 op->contr->ns->state = ST_PLAYING;
1058 881
1059 if (op->msg) 882 if (op->msg)
1060 op->msg = NULL; 883 op->msg = NULL;
1061 884
1062 /* We create this now because some of the unique maps will need it 885 /* We create this now because some of the unique maps will need it
1071 start_info (op); 894 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 895 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 896 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 897 link_player_skills (op);
1075 esrv_send_inventory (op, op); 898 esrv_send_inventory (op, op);
1076 fix_player (op); 899 op->update_stats ();
1077 900
1078 /* This moves the player to a different start map, if there 901 /* This moves the player to a different start map, if there
1079 * is one for this race 902 * is one for this race
1080 */ 903 */
1081 if (*first_map_ext_path) 904 if (*first_map_ext_path)
1107 while (!tmp_loop) 930 while (!tmp_loop)
1108 { 931 {
1109 shstr name = op->name; 932 shstr name = op->name;
1110 int x = op->x, y = op->y; 933 int x = op->x, y = op->y;
1111 934
1112 remove_statbonus (op); 935 op->remove_statbonus ();
1113 op->remove (); 936 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 937 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 938 op->arch->clone.copy_to (op);
1116 op->instantiate (); 939 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 940 op->stats = op->contr->orig_stats;
1119 op->x = x; 942 op->x = x;
1120 op->y = y; 943 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 944 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 945 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 946 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 947 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 948 tmp_loop = allowed_class (op);
1126 } 949 }
1127 950
1128 update_object (op, UP_OBJ_FACE); 951 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 952 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 953 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 954 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 955 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 956 op->stats.grace = 0;
1134 957
1135 if (op->msg) 958 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 959 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 960
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 961 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; 962 return 0;
1140} 963}
1141 964
1142int 965int
1143key_confirm_quit (object *op, char key) 966key_confirm_quit (object *op, char key)
1144{ 967{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 968 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 { 969 {
1149 op->contr->state = ST_PLAYING; 970 op->contr->ns->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 971 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1; 972 return 1;
1152 } 973 }
1153 974
1154 INVOKE_PLAYER (LOGOUT, op->contr); 975 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr); 976 INVOKE_PLAYER (QUIT, op->contr);
977
978 op->contr->enable_save = false;
1156 979
1157 terminate_all_pets (op); 980 terminate_all_pets (op);
1158 leave_map (op); 981 leave_map (op);
1159 op->direction = 0; 982 op->direction = 0;
1160 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 983 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1161 984
1162 strcpy (op->contr->killer, "quit"); 985 strcpy (op->contr->killer, "quit");
1163 check_score (op); 986 check_score (op);
1164 op->contr->party = NULL; 987 op->contr->party = 0;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0'; 988 op->contr->own_title[0] = '\0';
1167 989
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 990 object_ptr ob = op;
1169 {
1170 maptile *mp, *next;
1171 991
1172 /* We need to hunt for any per player unique maps in memory and 992 /* 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, 993 * 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 994 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */ 995 */
996 char buf[MAX_BUF];
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 997 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next) 998
1178 { 999 for_all_maps (mp)
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf))) 1000 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp); 1001 delete_map (mp);
1182 }
1183 1002
1184 delete_character (op->name, 1); 1003 delete_character (ob->name, 1);
1185 } 1004 ob->contr->destroy ();
1186 1005
1187 play_again (op);
1188 return 1; 1006 return 1;
1189} 1007}
1190 1008
1191void 1009void
1192flee_player (object *op) 1010flee_player (object *op)
1223 { 1041 {
1224 op->enemy = NULL; 1042 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1044 return;
1227 } 1045 }
1046
1228 get_rangevector (op, op->enemy, &rv, 0); 1047 get_rangevector (op, op->enemy, &rv, 0);
1229 1048
1230 dir = absdir (4 + rv.direction); 1049 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1050 for (diff = 0; diff < 3; diff++)
1232 { 1051 {
1233 int m = 1 - (RANDOM () & 2); 1052 int m = 1 - (RANDOM () & 2);
1234 1053
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1054 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1055 return;
1238 }
1239 } 1056 }
1057
1240 /* Cornered, get rid of scared */ 1058 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1059 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1060 op->enemy = NULL;
1243} 1061}
1244 1062
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1148 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)))); 1149 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1150 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1151 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)))); 1152 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1154 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 } 1155 }
1156
1366 /* philosophy: 1157 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1158 * 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 1159 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1160 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1161 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1162 * example.
1372 * The drawback: right now it has no frontend, so you need to 1163 * 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 1164 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1165 * convert to decimal and then 'pickup <#>
1874 return 0; 1665 return 0;
1875 } 1666 }
1876 1667
1877 arrow->set_owner (op); 1668 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1669 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1670 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1671
1884 if (op->type == PLAYER) 1672 if (op->type == PLAYER)
1885 { 1673 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1675 op->update_stats ();
1888 } 1676 }
1889 1677
1890 SET_ANIMATION (arrow, arrow->direction); 1678 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1680 arrow->stats.hp = arrow->stats.dam;
1902 1690
1903 /* update the speed */ 1691 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1692 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; 1693 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1906 1694
1907 if (arrow->speed < 1.0) 1695 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1696 arrow->speed_left = 0;
1911 1697
1912 if (op->type == PLAYER) 1698 if (op->type == PLAYER)
1913 { 1699 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1700 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1713 arrow->attacktype |= bow->attacktype;
1928 1714
1929 if (bow->slaying) 1715 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1716 arrow->slaying = bow->slaying;
1931 1717
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1718 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1719 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1720
1936 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1721 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1937 insert_ob_in_map (arrow, m, op, 0); 1722 m->insert (arrow, sx, sy, op);
1938 1723
1939 if (!arrow->destroyed ()) 1724 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1725 move_arrow (arrow);
1941 1726
1942 if (op->type == PLAYER) 1727 if (op->type == PLAYER)
2047 1832
2048 if (item->arch) 1833 if (item->arch)
2049 { 1834 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1835 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1836 item->face = item->arch->clone.face;
2052 item->speed = 0; 1837 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1838 }
1839
2055 if ((tmp = is_player_inv (item))) 1840 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1841 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1842 }
2058 } 1843 }
2059 else if (item->type == ROD || item->type == HORN) 1844 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1845 drain_rod_charge (item);
2062 }
2063 } 1846 }
2064} 1847}
2065 1848
2066/* Received a fire command for the player - go and do it. 1849/* Received a fire command for the player - go and do it.
2067 */ 1850 */
2210 * 0 otherwise 1993 * 0 otherwise
2211 */ 1994 */
2212static int 1995static int
2213player_attack_door (object *op, object *door) 1996player_attack_door (object *op, object *door)
2214{ 1997{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1998 /* 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 - 1999 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 2000 * otherwise, we fall through to the rest of the code.
2219 */ 2001 */
2220 object *key = find_key (op, op, door); 2002 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2040 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2041 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2042 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2043 * going to try and move (not fire weapons).
2262 */ 2044 */
2263
2264void 2045void
2265move_player_attack (object *op, int dir) 2046move_player_attack (object *op, int dir)
2266{ 2047{
2267 object *tmp, *mon; 2048 object *tmp, *mon;
2268 sint16 nx, ny; 2049 sint16 nx, ny;
2270 maptile *m; 2051 maptile *m;
2271 2052
2272 nx = freearr_x[dir] + op->x; 2053 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2054 ny = freearr_y[dir] + op->y;
2274 2055
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2056 on_battleground = op_on_battleground (op, 0, 0);
2276 2057
2277 /* If braced, or can't move to the square, and it is not out of the 2058 /* 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 2059 * 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 2060 * 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 2061 * player. This is a pretty nasty hack, because if we could
2292 return; /* Don't think this should happen */ 2073 return; /* Don't think this should happen */
2293 } 2074 }
2294 else 2075 else
2295 m = op->map; 2076 m = op->map;
2296 2077
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 { 2079 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2081 return;
2301 } 2082 }
2302 2083
2303 mon = NULL; 2084 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2085 /* 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. 2086 * 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 2087 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2088 * on the space
2308 */ 2089 */
2309 while (tmp != NULL) 2090 while (tmp)
2310 { 2091 {
2311 if (tmp == op) 2092 if (tmp == op)
2312 { 2093 {
2313 tmp = tmp->above; 2094 tmp = tmp->above;
2314 continue; 2095 continue;
2324 mon = tmp; 2105 mon = tmp;
2325 2106
2326 tmp = tmp->above; 2107 tmp = tmp->above;
2327 } 2108 }
2328 2109
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2110 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2111 return; /* into a wall */
2331 2112
2332 if (mon->head != NULL) 2113 if (mon->head)
2333 mon = mon->head; 2114 mon = mon->head;
2334 2115
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2116 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2117 if (player_attack_door (op, mon))
2337 return; 2118 return;
2374 * attack them either. 2155 * attack them either.
2375 */ 2156 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2157 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2158 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2159#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2160 (op->contr->peaceful
2380 || (mon->type == PLAYER 2161 || (mon->type == PLAYER
2381 && mon->contr-> 2162 && mon->contr->
2382 peaceful)) && 2163 peaceful)) &&
2383#else 2164#else
2384 op->contr->peaceful && 2165 op->contr->peaceful &&
2385#endif 2166#endif
2386 !on_battleground)) 2167 !on_battleground))
2387 { 2168 {
2388 if (!op->contr->braced) 2169 if (!op->contr->braced)
2389 { 2170 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2171 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2172 (void) push_ob (mon, dir, op);
2392 } 2173 }
2393 else 2174 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2175 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2176
2397 if (op->contr->tmp_invis || op->hide) 2177 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2178 make_visible (op);
2399 } 2179 }
2400 2180
2401 /* If the object is a boulder or other rollable object, then 2181 /* If the object is a boulder or other rollable object, then
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2209 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2210
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2211 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2212 }
2433 2213
2434 skill_attack (mon, op, 0, NULL, NULL); 2214 skill_attack (mon, op, 0, 0, 0);
2435 2215
2436 /* If attacking another player, that player gets automatic 2216 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2217 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2218 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2219 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2221 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2222 {
2443 short luck = mon->stats.luck; 2223 short luck = mon->stats.luck;
2444 2224
2445 mon->contr->has_hit = 1; 2225 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2226 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2227 mon->stats.luck = luck;
2448 } 2228 }
2229
2449 if (action_makes_visible (op)) 2230 if (action_makes_visible (op))
2450 make_visible (op); 2231 make_visible (op);
2451 } 2232 }
2452 } /* if player should attack something */ 2233 } /* if player should attack something */
2453} 2234}
2488 2269
2489 /* Add special check for newcs players and fire on - this way, the 2270 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2271 * server can handle repeat firing.
2491 */ 2272 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2273 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2274 op->direction = dir;
2495 }
2496 else 2275 else
2497 {
2498 op->direction = 0; 2276 op->direction = 0;
2499 } 2277
2500 /* Update how the player looks. Use the facing, so direction may 2278 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2279 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2280 * for players.
2503 */ 2281 */
2504 animate_object (op, op->facing); 2282 animate_object (op, op->facing);
2557 /* call this here - we also will call this in do_ericserver, but 2335 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2336 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2337 * called, so we recheck it here.
2560 */ 2338 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2563 ; 2341 ;
2564 2342
2565 if (op->speed_left < 0) 2343 if (op->speed_left < 0)
2566 return 0; 2344 return 0;
2567 2345
2606 op->stats.hp = op->stats.maxhp; 2384 op->stats.hp = op->stats.maxhp;
2607 2385
2608 if (op->stats.food < 0) 2386 if (op->stats.food < 0)
2609 op->stats.food = 999; 2387 op->stats.food = 999;
2610 2388
2611 fix_player (op); 2389 op->update_stats ();
2612 return 1; 2390 return 1;
2613 } 2391 }
2614 2392
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2393 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2628{ 2406{
2629 object *next; 2407 object *next;
2630 2408
2631 while (op) 2409 while (op)
2632 { 2410 {
2633 next = op->below; /* Make sure we have a good value, in case 2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2634 * we remove object 'op' 2412
2635 */
2636 if (QUERY_FLAG (op, FLAG_UNPAID)) 2413 if (QUERY_FLAG (op, FLAG_UNPAID))
2637 { 2414 {
2638 op->remove ();
2639 op->x = env->x;
2640 op->y = env->y;
2641 if (env->type == PLAYER) 2415 if (env->type == PLAYER)
2642 esrv_del_item (env->contr, op->count); 2416 esrv_del_item (env->contr, op->count);
2643 insert_ob_in_map (op, env->map, NULL, 0); 2417
2418 op->insert_at (env);
2644 } 2419 }
2645 else if (op->inv) 2420 else if (op->inv)
2646 remove_unpaid_objects (op->inv, env); 2421 remove_unpaid_objects (op->inv, env);
2647 2422
2648 op = next; 2423 op = next;
2649 } 2424 }
2650} 2425}
2651
2652 2426
2653/* 2427/*
2654 * Returns pointer a static string containing gravestone text 2428 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2429 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2430 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2465 strcat (buf2, buf);
2692 2466
2693 return buf2; 2467 return buf2;
2694} 2468}
2695
2696
2697 2469
2698void 2470void
2699do_some_living (object *op) 2471do_some_living (object *op)
2700{ 2472{
2701 int last_food = op->stats.food; 2473 int last_food = op->stats.food;
2710 const int max_grace = 1; 2482 const int max_grace = 1;
2711 2483
2712 if (op->contr->outputs_sync) 2484 if (op->contr->outputs_sync)
2713 { 2485 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2486 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) 2487 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]); 2488 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2489 }
2718 2490
2719 if (op->contr->state == ST_PLAYING) 2491 if (op->contr->ns->state == ST_PLAYING)
2720 { 2492 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2493 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2494 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2495 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2496 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2497 else
2727 { 2498 {
2728 gen_hp = op->stats.maxhp; 2499 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2500 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2501 }
2502
2731 if (op->contr->gen_sp >= 0) 2503 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2504 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2505 else
2734 { 2506 {
2735 gen_sp = op->stats.maxsp; 2507 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2508 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2509 }
2510
2738 if (op->contr->gen_grace >= 0) 2511 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2513 else
2741 { 2514 {
2742 gen_grace = op->stats.maxgrace; 2515 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2531 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2532 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2533 op->stats.food = last_food;
2761 } 2534 }
2762 } 2535 }
2536
2763 if (max_sp > 1) 2537 if (max_sp > 1)
2764 { 2538 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2539 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2540 if (over_sp > 0)
2767 { 2541 {
2768 if (op->stats.sp < op->stats.maxsp) 2542 if (op->stats.sp < op->stats.maxsp)
2769 { 2543 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2547 op->stats.sp--;
2548
2773 if (op->stats.sp > op->stats.maxsp) 2549 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2550 op->stats.sp = op->stats.maxsp;
2775 } 2551 }
2776 op->last_sp = 0; 2552 op->last_sp = 0;
2777 } 2553 }
2778 else 2554 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2556 }
2783 else 2557 else
2784 {
2785 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);
2786 }
2787 } 2559 }
2788 2560
2789 /* Regenerate Grace */ 2561 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2562 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2563 if (--op->last_grace < 0)
2792 { 2564 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2565 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2566 op->stats.grace++; /* no penalty in food for regaining grace */
2567
2795 if (max_grace > 1) 2568 if (max_grace > 1)
2796 { 2569 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2570 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2571 if (over_grace > 0)
2799 { 2572 {
2827 op->stats.food += op->contr->digestion; 2600 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2601 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2602 op->stats.food = last_food;
2830 } 2603 }
2831 } 2604 }
2605
2832 if (max_hp > 1) 2606 if (max_hp > 1)
2833 { 2607 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2609 if (over_hp > 0)
2836 { 2610 {
2860 2634
2861 if (op->contr->gen_hp > 0) 2635 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2637 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639
2865 /* dms do not consume food */ 2640 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2641 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2642 op->stats.food--;
2868 } 2643 }
2869 }
2870 2644
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2645 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2646 {
2873 object *tmp, *flesh = NULL; 2647 object *tmp, *flesh = 0;
2874 2648
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2649 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2650 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2651 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2652 {
2653 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2654 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2655 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2656 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2657 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2658 break;
2885 } 2659 }
2886 else if (tmp->type == FLESH) 2660 else if (tmp->type == FLESH)
2887 flesh = tmp; 2661 flesh = tmp;
2888 } /* End if paid for object */ 2662 } /* End if paid for object */
2889 } /* end of for loop */ 2663 } /* end of for loop */
2664
2890 /* If player is still starving, it means they don't have any food, so 2665 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2666 * eat flesh instead.
2892 */ 2667 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2668 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2669 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2671 manual_apply (op, flesh, 0);
2897 } 2672 }
2898 } /* end if player is starving */ 2673 }
2899 2674
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2675 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2676 op->stats.food++, op->stats.hp--;
2902 2677
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2679 kill_player (op);
2680 }
2905} 2681}
2906
2907
2908 2682
2909/* If the player should die (lack of hp, food, etc), we call this. 2683/* 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 2684 * 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 2685 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2686 * file.
2942 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2716 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..."); 2717 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2944 2718
2945 /* restore player */ 2719 /* restore player */
2946 at = archetype::find ("poisoning"); 2720 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op); 2721 if (object *tmp = present_arch_in_ob (at, op))
2948 if (tmp)
2949 { 2722 {
2950 tmp->destroy (); 2723 tmp->destroy ();
2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2724 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2952 } 2725 }
2953 2726
2954 at = archetype::find ("confusion"); 2727 at = archetype::find ("confusion");
2955 tmp = present_arch_in_ob (at, op); 2728 if (object *tmp = present_arch_in_ob (at, op))
2956 if (tmp)
2957 { 2729 {
2958 tmp->destroy (); 2730 tmp->destroy ();
2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2960 } 2732 }
2961 2733
2963 op->stats.hp = op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2964 if (op->stats.food <= 0) 2736 if (op->stats.food <= 0)
2965 op->stats.food = 999; 2737 op->stats.food = 999;
2966 2738
2967 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
2968 tmp = arch_to_object (archetype::find ("finger")); 2740 if (object *tmp = arch_to_object (archetype::find ("finger")))
2969 if (tmp != NULL)
2970 { 2741 {
2971 sprintf (buf, "%s's finger", &op->name); 2742 sprintf (buf, "%s's finger", &op->name);
2972 tmp->name = buf; 2743 tmp->name = buf;
2973 sprintf (buf, " This finger has been cut off %s\n" 2744 sprintf (buf, " This finger has been cut off %s\n"
2974 " the %s, when he was defeated at\n level %d by %s.\n", 2745 " 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); 2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2976 tmp->msg = buf; 2747 tmp->msg = buf;
2977 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2748 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2978 tmp->materialname = NULL; 2749 tmp->materialname = NULL;
2979 tmp->x = op->x, tmp->y = op->y; 2750 op->insert_at (tmp, op);
2980 insert_ob_in_map (tmp, op->map, op, 0);
2981 } 2751 }
2982 2752
2983 /* teleport defeated player to new destination */ 2753 /* teleport defeated player to new destination */
2984 transfer_ob (op, x, y, 0, NULL); 2754 transfer_ob (op, x, y, 0, NULL);
2985 op->contr->braced = 0; 2755 op->contr->braced = 0;
3011 op->stats.hp = op->stats.maxhp; 2781 op->stats.hp = op->stats.maxhp;
3012 return; 2782 return;
3013 } 2783 }
3014 sprintf (buf, "%s died.", &op->name); 2784 sprintf (buf, "%s died.", &op->name);
3015 } 2785 }
2786
3016 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3017 2788
3018 /* save the map location for corpse, gravestone */ 2789 /* save the map location for corpse, gravestone */
3019 x = op->x; 2790 x = op->x;
3020 y = op->y; 2791 y = op->y;
3021 map = op->map; 2792 map = op->map;
3022 2793
3023
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2794 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2795 * 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. 2796 * See the config.h file for a little more in depth detail about this.
3029 */ 2797 */
3030 2798
3031 /* Basically two ways to go - remove a stat permanently, or just 2799 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2800 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2801 * of death.
3034 */ 2802 */
3035#ifndef COZY_SERVER 2803#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2804 if (settings.balanced_stat_loss)
3037 { 2805 {
3038 /* If stat loss is permanent, lose one stat only. */ 2806 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2807 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2808 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2809 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2810 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2811 little bit harder. */
3044 /* GD */ 2812 /* GD */
3045 if (settings.stat_loss_on_death) 2813 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2814 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2815 else
3051 { 2816 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2817 }
2818 else
3052 num_stats_lose = 1; 2819 num_stats_lose = 1;
3053 } 2820
3054 lost_a_stat = 0; 2821 lost_a_stat = 0;
3055 2822
3056 for (z = 0; z < num_stats_lose; z++) 2823 for (z = 0; z < num_stats_lose; z++)
3057 { 2824 {
3058 i = RANDOM () % NUM_STATS; 2825 i = RANDOM () % NUM_STATS;
3059 2826
3060 if (settings.stat_loss_on_death) 2827 if (settings.stat_loss_on_death)
3061 { 2828 {
3062 /* Pick a random stat and take a point off it. Tell the player 2829 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2830 * what he lost.
3064 */ 2831 */
3065 change_attr_value (&(op->stats), i, -1); 2832 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2833 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2834 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2835 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2836 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2837 lost_a_stat = 1;
2838 }
2839 else
2840 {
2841 /* deplete a stat */
2842 archetype *deparch = archetype::find ("depletion");
2843 object *dep;
2844
2845 dep = present_arch_in_ob (deparch, op);
2846 if (!dep)
2847 {
2848 dep = arch_to_object (deparch);
2849 insert_ob_in_ob (dep, op);
3071 } 2850 }
3072 else 2851 lose_this_stat = 1;
2852 if (settings.balanced_stat_loss)
3073 { 2853 {
3074 /* deplete a stat */ 2854 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2855 /* Get the stat that we're about to deplete. */
3076 object *dep; 2856 this_stat = get_attr_value (&(dep->stats), i);
3077 2857 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2858 {
3081 dep = arch_to_object (deparch); 2859 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2860 int keep_chance = this_stat * this_stat;
3083 } 2861
3084 lose_this_stat = 1; 2862 /* 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) 2863 if (keep_chance < 1)
2864 keep_chance = 1;
2865
2866 /* There is a maximum depletion total per level. */
2867 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2868 {
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; 2869 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2870 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2871 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 } 2872 }
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 */ 2873 else
3126 if (this_stat >= -50)
3127 { 2874 {
3128 change_attr_value (&(dep->stats), i, -1); 2875 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; 2876 lose_this_stat = 0;
2877 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2878 this_stat, keep_chance, loss_chance,
2879 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2880 }
3134 } 2881 }
3135 } 2882 }
2883
2884 if (lose_this_stat)
2885 {
2886 this_stat = get_attr_value (&(dep->stats), i);
2887 /* We could try to do something clever like find another
2888 * stat to reduce if this fails. But chances are, if
2889 * stats have been depleted to -50, all are pretty low
2890 * and should be roughly the same, so it shouldn't make a
2891 * difference.
2892 */
2893 if (this_stat >= -50)
2894 {
2895 change_attr_value (&(dep->stats), i, -1);
2896 SET_FLAG (dep, FLAG_APPLIED);
2897 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2898 op->update_stats ();
2899 lost_a_stat = 1;
2900 }
3136 } 2901 }
2902 }
2903 }
3137 /* If no stat lost, tell the player. */ 2904 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2905 if (!lost_a_stat)
3139 { 2906 {
3140 /* determine_god() seems to not work sometimes... why is this? 2907 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2908 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2909 const char *god = determine_god (op);
3143 2910
3144 if (god && (strcmp (god, "none"))) 2911 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); 2912 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2913 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2915 }
3149#else 2916#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2918#endif
3152 2919
3153 /* Put a gravestone up where the character 'almost' died. List the 2920 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2921 * exp loss on the stone.
3155 */ 2922 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2923 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2924 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2925 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2926 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2927 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); 2928 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; 2929 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2930 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2932
3166 /**************************************/ 2933 /**************************************/
3167 /* */ 2934 /* */
3168 /* Subtract the experience points, */ 2935 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2936 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2937 /* food, and reset HP's... */
3171 /* */ 2938 /* */
3172 /**************************************/ 2939 /**************************************/
3173 2940
3174 /* remove any poisoning and confusion the character may be suffering. */ 2941 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2942 /* restore player */
3176 at = archetype::find ("poisoning"); 2943 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2944 tmp = present_arch_in_ob (at, op);
3178 2945
3179 if (tmp) 2946 if (tmp)
3180 { 2947 {
3181 tmp->destroy (); 2948 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2949 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2950 }
3184 2951
3185 at = archetype::find ("confusion"); 2952 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2953 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2954 if (tmp)
3188 { 2955 {
3189 tmp->destroy (); 2956 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2958 }
3192 2959
3193 cure_disease (op, 0); /* remove any disease */ 2960 cure_disease (op, 0); /* remove any disease */
3194 2961
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2962 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2963 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2964 if (op->stats.food < 100)
3198 op->stats.food = 900; 2965 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2969
3203 /* 2970 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2971 * 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 2972 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2973 * in the map.
3207 */ 2974 */
3208 2975
3209 if (is_in_shop (op)) 2976 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2977 remove_unpaid_objects (op->inv, op);
3211 2978
3212 /****************************************/ 2979 /****************************************/
3213 /* */ 2980 /* */
3214 /* Move player to his current respawn- */ 2981 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2982 /* position (usually last savebed) */
3216 /* */ 2983 /* */
3217 /****************************************/ 2984 /****************************************/
3218 2985
3219 enter_player_savebed (op); 2986 enter_player_savebed (op);
3220 2987
3221 /* Save the player before inserting the force to reduce 2988 /* Save the player before inserting the force to reduce
3222 * chance of abuse. 2989 * chance of abuse.
3223 */ 2990 */
3224 op->contr->braced = 0; 2991 op->contr->braced = 0;
3225 save_player (op, 1); 2992 op->contr->save ();
3226 2993
3227 /* it is possible that the player has blown something up 2994 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2995 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2996 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2997 * on the space that might harm the player.
3231 */ 2998 */
3232 will_kill_again = 0; 2999 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3000 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3001 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3002 will_kill_again |= tmp->attacktype;
3236 3003
3237 if (will_kill_again) 3004 if (will_kill_again)
3238 { 3005 {
3239 object *force; 3006 object *force;
3240 int at; 3007 int at;
3241 3008
3242 force = get_archetype (FORCE_NAME); 3009 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 3010 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 3011 force->speed = 0.1;
3245 force->speed_left = -5.0; 3012 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 3013 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 3014 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 3015 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 3016 force->resist[at] = 100;
3250 3017
3251 insert_ob_in_ob (force, op); 3018 insert_ob_in_ob (force, op);
3252 fix_player (op); 3019 op->update_stats ();
3253 3020
3254 } 3021 }
3255 3022
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3023 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} 3024}
3325
3326 3025
3327void 3026void
3328loot_object (object *op) 3027loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 3028{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 3029 object *tmp, *tmp2, *next;
3331 3030
3332 if (op->container) 3031 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 3032 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 3033
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3034 for (tmp = op->inv; tmp; tmp = next)
3338 { 3035 {
3339 next = tmp->below; 3036 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3037
3038 if (tmp->invisible)
3341 continue; 3039 continue;
3040
3342 tmp->remove (); 3041 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3042 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3043 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3044 { /* empty container to ground */
3346 loot_object (tmp); 3045 loot_object (tmp);
3368 */ 3067 */
3369 3068
3370void 3069void
3371fix_weight (void) 3070fix_weight (void)
3372{ 3071{
3373 player *pl; 3072 for_all_players (pl)
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next)
3376 { 3073 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3074 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3075
3379 if (old == sum) 3076 if (old == sum)
3380 continue; 3077 continue;
3381 fix_player (pl->ob); 3078 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3079 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3080 }
3384} 3081}
3385 3082
3386void 3083void
3387fix_luck (void) 3084fix_luck (void)
3388{ 3085{
3389 player *pl; 3086 for_all_players (pl)
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next)
3392 if (!pl->ob->contr->state) 3087 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3088 pl->ob->change_luck (0);
3394} 3089}
3395
3396 3090
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3091/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3092 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3093 * just treat this as any other spell casting object.
3400 */ 3094 */
3401
3402void 3095void
3403cast_dust (object *op, object *throw_ob, int dir) 3096cast_dust (object *op, object *throw_ob, int dir)
3404{ 3097{
3405 object *skop, *spob; 3098 object *skop, *spob;
3406 3099
3451 object *tmp = NULL; 3144 object *tmp = NULL;
3452 3145
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3147 return 1;
3455 3148
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; 3149 return 0;
3462} 3150}
3463 3151
3464/* look at the surrounding terrain to determine 3152/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3153 * the hideability of this object. Positive levels
3580 if (mflags & P_OUT_OF_MAP) 3268 if (mflags & P_OUT_OF_MAP)
3581 continue; 3269 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3270 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3271 continue;
3584 3272
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3273 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3274 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3275 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3276 return 1;
3589 else if (tmp->type == PLAYER) 3277 else if (tmp->type == PLAYER)
3590 { 3278 {
3644 3332
3645 /* only the viewable area the player sees is updated by LOS 3333 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3334 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3335 * for any meaningful values.
3648 */ 3336 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3337 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3338 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3339 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3340 return 1;
3653 op = op->more; 3341 op = op->more;
3654 } 3342 }
3655 return 0; 3343 return 0;
3656} 3344}
3842 { 3530 {
3843 /* forces in the treasurelist can alter the player's stats */ 3531 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3532 object *skin;
3845 3533
3846 /* first get the dragon skin force */ 3534 /* first get the dragon skin force */
3535 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); 3536 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3537 ;
3538
3848 if (skin == NULL) 3539 if (!skin)
3849 return; 3540 return;
3850 3541
3851 /* adding new spellpath attunements */ 3542 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3543 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3544 {

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