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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.59 by root, Sat Dec 23 07:36:35 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 player *pl;
41 40
42 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 43 return pl;
46 }; 44
47 return NULL; 45 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} 46}
75 47
76void 48void
77display_motd (const object *op) 49display_motd (const object *op)
78{ 50{
87 return; 59 return;
88 60
89 motd[0] = '\0'; 61 motd[0] = '\0';
90 size = 0; 62 size = 0;
91 63
92 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
93 { 65 {
94 if (*buf == '#') 66 if (*buf == '#')
95 continue; 67 continue;
96 68
97 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 88 return;
117 89
118 rules[0] = '\0'; 90 rules[0] = '\0';
119 size = 0; 91 size = 0;
120 92
121 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
122 { 94 {
123 if (*buf == '#') 95 if (*buf == '#')
124 continue; 96 continue;
125 97
126 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 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); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
187} 159}
188 160
189int 161/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 162static void
163set_first_map (object *op)
191{ 164{
192 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
193 if (*cp == '-' || *cp == '_') 166 op->x = -1;
194 return 0; 167 op->y = -1;
195 168 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} 169}
202 170
203/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
204 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
205 * Caller is responsible for setting the correct map. 173void
206 */ 174player::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{ 175{
217 object *op = arch_to_object (get_player_archetype (0)); 176 this->ns = ns;
218 int i; 177 ns->pl = this;
219 178
220 /* Clears basically the entire player structure except 179 next = first_player;
221 * for next and socket. 180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 209 */
223 p->clear (); 210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
224 212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247 send_rules (ob);
248 send_news (ob);
249 display_motd (ob);
250 INVOKE_PLAYER (LOGIN, this);
251}
252
253// the need for this function can be explained
254// by load_object not returning the object
255void
256player::set_object (object *op)
257{
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270}
271
272player::player ()
273{
225 /* There are some elements we want initialized to non zero value - 274 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 275 * we deal with that below this point.
227 */ 276 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 277 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 278 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 279 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 280
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 281 assign (savebed_map, first_map_path); /* Init. respawn position */
239 282
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->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 283 gen_sp_armour = 10;
258 p->last_speed = -1; 284 last_speed = -1;
259 p->shoottype = range_none; 285 shoottype = range_none;
260 p->bowtype = bow_normal; 286 bowtype = bow_normal;
261 p->petmode = pet_normal; 287 petmode = pet_normal;
262 p->listening = 10; 288 listening = 10;
263 p->usekeys = containers; 289 usekeys = containers;
264 p->last_weapon_sp = -1; 290 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 291 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 292 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);
273 293
274 /* we need to clear these to -1 and not zero - otherwise, 294 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 295 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 296 * send new values to the client, as things like exp start
277 * at zero. 297 * at zero.
278 */ 298 */
279 for (i = 0; i < NUM_SKILLS; i++) 299 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 300 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 301
285 for (i = 0; i < NROFATTACKS; i++) 302 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 303 last_resist[i] = -1;
287 304
288 p->last_stats.exp = -1; 305 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 306 last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 307}
296 308
297/* This loads the first map an puts the player on it. */ 309player::~player ()
298static void
299set_first_map (object *op)
300{ 310{
301 strcpy (op->contr->maplevel, first_map_path); 311 terminate_all_pets (ob);
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */
346 free (stack_items);
347}
348
307/* Tries to add player on the connection passwd in ns. 349/* 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 350 * All we can really get in this is some settings like host and display
309 * mode. 351 * mode.
310 */ 352 */
311 353player *
312int 354player::create ()
313add_player (client *ns)
314{ 355{
315 player *p = new player; 356 player *pl = new player;
316 357
317 p->ns = ns; 358 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 359
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
333 get_name (p->ob);
334
335 return 0; 360 return pl;
336} 361}
337 362
338/* 363/*
339 * get_player_archetype() return next player archetype from archetype 364 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 365 * list. Not very efficient routine, but used only creating new players.
446 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 473 * is probably not a good thing.
449 */ 474 */
450#define MAX_SPACES 50 475#define MAX_SPACES 50
451
452 476
453/* 477/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 719 /* Need to set up the skill pointers */
696 link_player_skills (pl); 720 link_player_skills (pl);
697} 721}
698 722
699void 723void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 724get_party_password (object *op, partylist *party)
785{ 725{
786 if (party == NULL) 726 if (party == NULL)
787 { 727 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 728 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 729 return;
790 } 730 }
731
791 op->contr->write_buf[0] = '\0'; 732 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 736}
796 737
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 738/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 739static int
800roll_stat (void) 740roll_stat (void)
801{ 741{
802 int a[4], i, j, k; 742 int a[4], i, j, k;
803 743
804 for (i = 0; i < 4; i++) 744 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 747 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 748 if (a[i] < k)
809 k = a[i], j = i; 749 k = a[i], j = i;
810 750
811 for (i = 0, k = 0; i < 4; i++) 751 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 752 if (i != j)
814 k += a[i]; 753 k += a[i];
815 } 754
816 return k; 755 return k;
817} 756}
818 757
819void 758void
820roll_stats (object *op) 759object::roll_stats ()
821{ 760{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 761 int statsort [7];
825 762
826 do 763 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 764 {
837 while (sum < 82 || sum > 116); 765 int sum = 0;
766 for (int i = 7; i--; )
767 sum += statsort [i] = roll_stat ();
838 768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
839 /* Sort the stats so that rerolling is easier... */ 773 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 774 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 775
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 776 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 777 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 778 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 779 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 780 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 781 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 782 stats.Cha = statsort[6];
872 783
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 784 stats.exp = 0;
884 op->stats.ac = 0; 785 stats.ac = 0;
885 786
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
894 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
895} 799}
896 800
897void 801void
898Roll_Again (object *op) 802object::swap_stats (int a, int b)
899{ 803{
900 esrv_new_player (op->contr, 0);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904
905void
906Swap_Stat (object *op, int Swap_Second)
907{
908 signed char tmp;
909 char buf[MAX_BUF];
910
911 if (op->contr->Swap_First == -1)
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 804 int tmp = get_attr_value (&contr->orig_stats, a);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 806 set_attr_value (&contr->orig_stats, b, tmp);
924 807
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 808 stats.Str = contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex; 809 stats.Dex = contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con; 810 stats.Con = contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int; 811 stats.Int = contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis; 812 stats.Wis = contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow; 813 stats.Pow = contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha; 814 stats.Cha = contr->orig_stats.Cha;
815
816 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats
934 op->stats.ac = 0; 818 stats.ac = 0;
935 819
936 op->level = 1; 820 level = 1;
937 op->stats.exp = 0; 821 stats.exp = 0;
938 op->stats.ac = 0; 822 stats.ac = 0;
939 823
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
946 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
947 op->stats.grace = op->stats.maxgrace; 826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
948 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 { 835 }
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf);
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 836}
1026 837
1027/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
1031 * not the class. 842 * not the class.
1032 */ 843 */
1033
1034int 844int
1035key_change_class (object *op, char key) 845key_change_class (object *op, char key)
1036{ 846{
1037 int tmp_loop; 847 int tmp_loop;
1038 848
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 849 if (key == 'd' || key == 'D')
1046 { 850 {
1047 char buf[MAX_BUF]; 851 char buf[MAX_BUF];
1048 852
1049 /* this must before then initial items are given */ 853 /* this must before then initial items are given */
1073 start_info (op); 877 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 878 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 879 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 880 link_player_skills (op);
1077 esrv_send_inventory (op, op); 881 esrv_send_inventory (op, op);
1078 fix_player (op); 882 op->update_stats ();
1079 883
1080 /* This moves the player to a different start map, if there 884 /* This moves the player to a different start map, if there
1081 * is one for this race 885 * is one for this race
1082 */ 886 */
1083 if (*first_map_ext_path) 887 if (*first_map_ext_path)
1109 while (!tmp_loop) 913 while (!tmp_loop)
1110 { 914 {
1111 shstr name = op->name; 915 shstr name = op->name;
1112 int x = op->x, y = op->y; 916 int x = op->x, y = op->y;
1113 917
1114 remove_statbonus (op); 918 op->remove_statbonus ();
1115 op->remove (); 919 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 920 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 921 op->arch->clone.copy_to (op);
1118 op->instantiate (); 922 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 923 op->stats = op->contr->orig_stats;
1121 op->x = x; 925 op->x = x;
1122 op->y = y; 926 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 927 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 928 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 929 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 930 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 931 tmp_loop = allowed_class (op);
1128 } 932 }
1129 933
1130 update_object (op, UP_OBJ_FACE); 934 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 935 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 936 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 937 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 938 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 939 op->stats.grace = 0;
1136 940
1137 if (op->msg) 941 if (op->msg)
1142} 946}
1143 947
1144int 948int
1145key_confirm_quit (object *op, char key) 949key_confirm_quit (object *op, char key)
1146{ 950{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 952 {
1151 op->contr->ns->state = ST_PLAYING; 953 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 955 return 1;
1161 op->direction = 0; 963 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 965
1164 strcpy (op->contr->killer, "quit"); 966 strcpy (op->contr->killer, "quit");
1165 check_score (op); 967 check_score (op);
1166 op->contr->party = NULL; 968 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 969 op->contr->own_title[0] = '\0';
1169 970
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 971 object_ptr ob = op;
1171 {
1172 maptile *mp, *next;
1173 972
973 delete ob->contr;
974
1174 /* We need to hunt for any per player unique maps in memory and 975 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional, 976 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname 977 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */ 978 */
979 char buf[MAX_BUF];
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next) 981
1180 { 982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
1181 next = mp->next; 984 next = mp->next;
985
1182 if (!strncmp (mp->path, buf, strlen (buf))) 986 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp); 987 delete_map (mp);
1184 } 988 }
1185 989
1186 delete_character (op->name, 1); 990 delete_character (ob->name, 1);
1187 }
1188 991
1189 play_again (op);
1190 return 1; 992 return 1;
1191} 993}
1192 994
1193void 995void
1194flee_player (object *op) 996flee_player (object *op)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1136 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1141 }
1142
1368 /* philosophy: 1143 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1144 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups 1145 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1148 * example.
1374 * The drawback: right now it has no frontend, so you need to 1149 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then 1150 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1884 arrow->y = sy; 1659 arrow->y = sy;
1885 1660
1886 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1887 { 1662 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1664 op->update_stats ();
1890 } 1665 }
1891 1666
1892 SET_ANIMATION (arrow, arrow->direction); 1667 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1668 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1669 arrow->stats.hp = arrow->stats.dam;
2603 op->stats.hp = op->stats.maxhp; 2378 op->stats.hp = op->stats.maxhp;
2604 2379
2605 if (op->stats.food < 0) 2380 if (op->stats.food < 0)
2606 op->stats.food = 999; 2381 op->stats.food = 999;
2607 2382
2608 fix_player (op); 2383 op->update_stats ();
2609 return 1; 2384 return 1;
2610 } 2385 }
2611 2386
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2387 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2388 CLEAR_FLAG (op, FLAG_LIFESAVE);
2643 remove_unpaid_objects (op->inv, env); 2418 remove_unpaid_objects (op->inv, env);
2644 2419
2645 op = next; 2420 op = next;
2646 } 2421 }
2647} 2422}
2648
2649 2423
2650/* 2424/*
2651 * Returns pointer a static string containing gravestone text 2425 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2426 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2427 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2462 strcat (buf2, buf);
2689 2463
2690 return buf2; 2464 return buf2;
2691} 2465}
2692
2693
2694 2466
2695void 2467void
2696do_some_living (object *op) 2468do_some_living (object *op)
2697{ 2469{
2698 int last_food = op->stats.food; 2470 int last_food = op->stats.food;
2707 const int max_grace = 1; 2479 const int max_grace = 1;
2708 2480
2709 if (op->contr->outputs_sync) 2481 if (op->contr->outputs_sync)
2710 { 2482 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2483 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2484 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]); 2485 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2486 }
2715 2487
2716 if (op->contr->ns->state == ST_PLAYING) 2488 if (op->contr->ns->state == ST_PLAYING)
2717 { 2489 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2490 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2491 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2492 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2493 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2494 else
2724 { 2495 {
2725 gen_hp = op->stats.maxhp; 2496 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2497 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2498 }
2499
2728 if (op->contr->gen_sp >= 0) 2500 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2501 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2502 else
2731 { 2503 {
2732 gen_sp = op->stats.maxsp; 2504 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2505 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2506 }
2507
2735 if (op->contr->gen_grace >= 0) 2508 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2509 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2510 else
2738 { 2511 {
2739 gen_grace = op->stats.maxgrace; 2512 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2530 op->stats.food = last_food;
2758 } 2531 }
2759 } 2532 }
2533
2760 if (max_sp > 1) 2534 if (max_sp > 1)
2761 { 2535 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2536 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2537 if (over_sp > 0)
2764 { 2538 {
2765 if (op->stats.sp < op->stats.maxsp) 2539 if (op->stats.sp < op->stats.maxsp)
2766 { 2540 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2541 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2542
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2543 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2544 op->stats.sp--;
2545
2770 if (op->stats.sp > op->stats.maxsp) 2546 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2547 op->stats.sp = op->stats.maxsp;
2772 } 2548 }
2773 op->last_sp = 0; 2549 op->last_sp = 0;
2774 } 2550 }
2775 else 2551 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2552 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2553 }
2780 else 2554 else
2781 {
2782 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);
2783 }
2784 } 2556 }
2785 2557
2786 /* Regenerate Grace */ 2558 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2559 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2560 if (--op->last_grace < 0)
2789 { 2561 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2562 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2563 op->stats.grace++; /* no penalty in food for regaining grace */
2564
2792 if (max_grace > 1) 2565 if (max_grace > 1)
2793 { 2566 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2567 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2568 if (over_grace > 0)
2796 { 2569 {
2824 op->stats.food += op->contr->digestion; 2597 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2598 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2599 op->stats.food = last_food;
2827 } 2600 }
2828 } 2601 }
2602
2829 if (max_hp > 1) 2603 if (max_hp > 1)
2830 { 2604 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2605 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2606 if (over_hp > 0)
2833 { 2607 {
2857 2631
2858 if (op->contr->gen_hp > 0) 2632 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2633 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2634 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2635 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2636
2862 /* dms do not consume food */ 2637 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2638 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2639 op->stats.food--;
2865 } 2640 }
2866 }
2867 2641
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2642 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2643 {
2870 object *tmp, *flesh = NULL; 2644 object *tmp, *flesh = 0;
2871 2645
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2646 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2647 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2648 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2649 {
2650 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2651 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2652 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2653 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2654 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2655 break;
2882 } 2656 }
2883 else if (tmp->type == FLESH) 2657 else if (tmp->type == FLESH)
2884 flesh = tmp; 2658 flesh = tmp;
2885 } /* End if paid for object */ 2659 } /* End if paid for object */
2886 } /* end of for loop */ 2660 } /* end of for loop */
2661
2887 /* If player is still starving, it means they don't have any food, so 2662 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2663 * eat flesh instead.
2889 */ 2664 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2665 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2666 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2668 manual_apply (op, flesh, 0);
2894 } 2669 }
2895 } /* end if player is starving */ 2670 }
2896 2671
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2672 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2673 op->stats.food++, op->stats.hp--;
2899 2674
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2675 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2676 kill_player (op);
2677 }
2902} 2678}
2903
2904
2905 2679
2906/* If the player should die (lack of hp, food, etc), we call this. 2680/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2681 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2682 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2683 * file.
3016 x = op->x; 2790 x = op->x;
3017 y = op->y; 2791 y = op->y;
3018 map = op->map; 2792 map = op->map;
3019 2793
3020 2794
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2795 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2796 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this. 2797 * See the config.h file for a little more in depth detail about this.
3026 */ 2798 */
3027 2799
3028 /* Basically two ways to go - remove a stat permanently, or just 2800 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2801 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2802 * of death.
3031 */ 2803 */
3032#ifndef COZY_SERVER 2804#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2805 if (settings.balanced_stat_loss)
3034 { 2806 {
3035 /* If stat loss is permanent, lose one stat only. */ 2807 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2808 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2809 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2810 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2811 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2812 little bit harder. */
3041 /* GD */ 2813 /* GD */
3042 if (settings.stat_loss_on_death) 2814 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2815 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2816 else
3048 { 2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 }
2819 else
2820 {
3049 num_stats_lose = 1; 2821 num_stats_lose = 1;
3050 } 2822 }
3051 lost_a_stat = 0; 2823 lost_a_stat = 0;
3052 2824
3053 for (z = 0; z < num_stats_lose; z++) 2825 for (z = 0; z < num_stats_lose; z++)
3054 { 2826 {
3055 i = RANDOM () % NUM_STATS; 2827 i = RANDOM () % NUM_STATS;
3056 2828
3057 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3058 { 2830 {
3059 /* Pick a random stat and take a point off it. Tell the player 2831 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2832 * what he lost.
3061 */ 2833 */
3062 change_attr_value (&(op->stats), i, -1); 2834 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2835 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2836 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2837 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2839 lost_a_stat = 1;
2840 }
2841 else
2842 {
2843 /* deplete a stat */
2844 archetype *deparch = archetype::find ("depletion");
2845 object *dep;
2846
2847 dep = present_arch_in_ob (deparch, op);
2848 if (!dep)
2849 {
2850 dep = arch_to_object (deparch);
2851 insert_ob_in_ob (dep, op);
3068 } 2852 }
3069 else 2853 lose_this_stat = 1;
2854 if (settings.balanced_stat_loss)
3070 { 2855 {
3071 /* deplete a stat */ 2856 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2857 /* Get the stat that we're about to deplete. */
3073 object *dep; 2858 this_stat = get_attr_value (&(dep->stats), i);
3074 2859 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2860 {
3078 dep = arch_to_object (deparch); 2861 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2862 int keep_chance = this_stat * this_stat;
3080 } 2863
3081 lose_this_stat = 1; 2864 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2865 if (keep_chance < 1)
2866 keep_chance = 1;
2867
2868 /* There is a maximum depletion total per level. */
2869 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2870 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2871 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2872 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2873 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2874 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2875 else
3123 if (this_stat >= -50)
3124 { 2876 {
3125 change_attr_value (&(dep->stats), i, -1); 2877 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2878 lose_this_stat = 0;
2879 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2880 this_stat, keep_chance, loss_chance,
2881 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2882 }
3131 } 2883 }
3132 } 2884 }
2885
2886 if (lose_this_stat)
2887 {
2888 this_stat = get_attr_value (&(dep->stats), i);
2889 /* We could try to do something clever like find another
2890 * stat to reduce if this fails. But chances are, if
2891 * stats have been depleted to -50, all are pretty low
2892 * and should be roughly the same, so it shouldn't make a
2893 * difference.
2894 */
2895 if (this_stat >= -50)
2896 {
2897 change_attr_value (&(dep->stats), i, -1);
2898 SET_FLAG (dep, FLAG_APPLIED);
2899 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2900 op->update_stats ();
2901 lost_a_stat = 1;
2902 }
3133 } 2903 }
2904 }
2905 }
3134 /* If no stat lost, tell the player. */ 2906 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2907 if (!lost_a_stat)
3136 { 2908 {
3137 /* determine_god() seems to not work sometimes... why is this? 2909 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2910 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2911 const char *god = determine_god (op);
3140 2912
3141 if (god && (strcmp (god, "none"))) 2913 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2914 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2915 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2916 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2917 }
3146#else 2918#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2920#endif
3149 2921
3150 /* Put a gravestone up where the character 'almost' died. List the 2922 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2923 * exp loss on the stone.
3152 */ 2924 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2925 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2926 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2927 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2928 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2929 tmp->name_pl = buf;
3158 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); 2930 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);
3159 tmp->msg = buf; 2931 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2932 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2933 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2934
3163 /**************************************/ 2935 /**************************************/
3164 /* */ 2936 /* */
3165 /* Subtract the experience points, */ 2937 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2938 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2939 /* food, and reset HP's... */
3168 /* */ 2940 /* */
3169 /**************************************/ 2941 /**************************************/
3170 2942
3171 /* remove any poisoning and confusion the character may be suffering. */ 2943 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2944 /* restore player */
3173 at = archetype::find ("poisoning"); 2945 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2946 tmp = present_arch_in_ob (at, op);
3175 2947
3176 if (tmp) 2948 if (tmp)
3177 { 2949 {
3178 tmp->destroy (); 2950 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2952 }
3181 2953
3182 at = archetype::find ("confusion"); 2954 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2956 if (tmp)
3185 { 2957 {
3186 tmp->destroy (); 2958 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2960 }
3189 2961
3190 cure_disease (op, 0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
3191 2963
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2964 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2965 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2966 if (op->stats.food < 100)
3195 op->stats.food = 900; 2967 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2968 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2971
3200 /* 2972 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2973 * Check to see if the player is in a shop. IF so, then check to see if
3202 * the player has any unpaid items. If so, remove them and put them back 2974 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2975 * in the map.
3204 */ 2976 */
3205 2977
3206 if (is_in_shop (op)) 2978 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2979 remove_unpaid_objects (op->inv, op);
3208 2980
3209 /****************************************/ 2981 /****************************************/
3210 /* */ 2982 /* */
3211 /* Move player to his current respawn- */ 2983 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2984 /* position (usually last savebed) */
3213 /* */ 2985 /* */
3214 /****************************************/ 2986 /****************************************/
3215 2987
3216 enter_player_savebed (op); 2988 enter_player_savebed (op);
3217 2989
3218 /* Save the player before inserting the force to reduce 2990 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 2991 * chance of abuse.
3220 */ 2992 */
3221 op->contr->braced = 0; 2993 op->contr->braced = 0;
3222 save_player (op, 1); 2994 op->contr->save ();
3223 2995
3224 /* it is possible that the player has blown something up 2996 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2997 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2998 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2999 * on the space that might harm the player.
3228 */ 3000 */
3229 will_kill_again = 0; 3001 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3002 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 3003 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 3004 will_kill_again |= tmp->attacktype;
3233 3005
3234 if (will_kill_again) 3006 if (will_kill_again)
3235 { 3007 {
3236 object *force; 3008 object *force;
3237 int at; 3009 int at;
3238 3010
3239 force = get_archetype (FORCE_NAME); 3011 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3012 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3013 force->speed = 0.1;
3242 force->speed_left = -5.0; 3014 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3015 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3016 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3017 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3018 force->resist[at] = 100;
3247 3019
3248 insert_ob_in_ob (force, op); 3020 insert_ob_in_ob (force, op);
3249 fix_player (op); 3021 op->update_stats ();
3250 3022
3251 } 3023 }
3252 3024
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3025 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 3026}
3322
3323 3027
3324void 3028void
3325loot_object (object *op) 3029loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3030{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3031 object *tmp, *tmp2, *next;
3328 3032
3329 if (op->container) 3033 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3034 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3035
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3036 for (tmp = op->inv; tmp; tmp = next)
3335 { 3037 {
3336 next = tmp->below; 3038 next = tmp->below;
3039
3337 if (tmp->invisible) 3040 if (tmp->invisible)
3338 continue; 3041 continue;
3042
3339 tmp->remove (); 3043 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3044 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3045 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3046 { /* empty container to ground */
3343 loot_object (tmp); 3047 loot_object (tmp);
3365 */ 3069 */
3366 3070
3367void 3071void
3368fix_weight (void) 3072fix_weight (void)
3369{ 3073{
3370 player *pl;
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next) 3074 for (player *pl = first_player; pl; pl = pl->next)
3373 { 3075 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3077
3376 if (old == sum) 3078 if (old == sum)
3377 continue; 3079 continue;
3378 fix_player (pl->ob); 3080 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3081 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3082 }
3381} 3083}
3382 3084
3383void 3085void
3384fix_luck (void) 3086fix_luck (void)
3385{ 3087{
3386 player *pl;
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next) 3088 for (player *pl = first_player; pl; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3089 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3090 pl->ob->change_luck (0);
3391} 3091}
3392
3393 3092
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3093/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3094 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3095 * just treat this as any other spell casting object.
3397 */ 3096 */
3398
3399void 3097void
3400cast_dust (object *op, object *throw_ob, int dir) 3098cast_dust (object *op, object *throw_ob, int dir)
3401{ 3099{
3402 object *skop, *spob; 3100 object *skop, *spob;
3403 3101

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