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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 1.61 by root, Sat Dec 23 13:56:25 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 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 206 */
223 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
224 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
225 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 274 * we deal with that below this point.
227 */ 275 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 279
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
239 281
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; 282 gen_sp_armour = 10;
258 p->last_speed = -1; 283 last_speed = -1;
259 p->shoottype = range_none; 284 shoottype = range_none;
260 p->bowtype = bow_normal; 285 bowtype = bow_normal;
261 p->petmode = pet_normal; 286 petmode = pet_normal;
262 p->listening = 10; 287 listening = 10;
263 p->usekeys = containers; 288 usekeys = containers;
264 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 291 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);
273 292
274 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
277 * at zero. 296 * at zero.
278 */ 297 */
279 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 300
285 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 302 last_resist[i] = -1;
287 303
288 p->last_stats.exp = -1; 304 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 306}
296 307
297/* This loads the first map an puts the player on it. */ 308player::~player ()
298static void
299set_first_map (object *op)
300{ 309{
301 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
307/* Tries to add player on the connection passwd in ns. 348/* 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 349 * All we can really get in this is some settings like host and display
309 * mode. 350 * mode.
310 */ 351 */
311 352player *
312int 353player::create ()
313add_player (client *ns)
314{ 354{
315 player *p = new player; 355 player *pl = new player;
316 356
317 p->ns = ns; 357 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 358
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; 359 return pl;
336} 360}
337 361
338/* 362/*
339 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
365 389
366object * 390object *
367get_nearest_player (object *mon) 391get_nearest_player (object *mon)
368{ 392{
369 object *op = NULL; 393 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 394 objectlink *ol;
372 unsigned lastdist; 395 unsigned lastdist;
373 rv_vector rv; 396 rv_vector rv;
374 397
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
407 { 430 {
408 op = ol->ob; 431 op = ol->ob;
409 lastdist = rv.distance; 432 lastdist = rv.distance;
410 } 433 }
411 } 434 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 435
413 { 436 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 437 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 438 if (lastdist > rv.distance)
418 { 439 {
419 op = pl->ob; 440 op = pl->ob;
420 lastdist = rv.distance; 441 lastdist = rv.distance;
421 } 442 }
422 } 443
423 }
424#if 0 444#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 445 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 446#endif
427 return op; 447 return op;
428} 448}
446 * circling behaviour. Unfortunately, this function is also used to determined 466 * 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 467 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 468 * is probably not a good thing.
449 */ 469 */
450#define MAX_SPACES 50 470#define MAX_SPACES 50
451
452 471
453/* 472/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 473 * 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 474 * 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 475 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
696 link_player_skills (pl); 715 link_player_skills (pl);
697} 716}
698 717
699void 718void
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) 719get_party_password (object *op, partylist *party)
785{ 720{
786 if (party == NULL) 721 if (party == NULL)
787 { 722 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 723 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 724 return;
790 } 725 }
726
791 op->contr->write_buf[0] = '\0'; 727 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 728 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 729 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 730 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 731}
796 732
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 733/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 734static int
800roll_stat (void) 735roll_stat (void)
801{ 736{
802 int a[4], i, j, k; 737 int a[4], i, j, k;
803 738
804 for (i = 0; i < 4; i++) 739 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 742 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 743 if (a[i] < k)
809 k = a[i], j = i; 744 k = a[i], j = i;
810 745
811 for (i = 0, k = 0; i < 4; i++) 746 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 747 if (i != j)
814 k += a[i]; 748 k += a[i];
815 } 749
816 return k; 750 return k;
817} 751}
818 752
819void 753void
820roll_stats (object *op) 754object::roll_stats ()
821{ 755{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 756 int statsort [7];
825 757
826 do 758 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 } 759 {
837 while (sum < 82 || sum > 116); 760 int sum = 0;
761 for (int i = 7; i--; )
762 sum += statsort [i] = roll_stat ();
838 763
764 if (sum >= 82 && sum <= 116)
765 break;
766 }
767
839 /* Sort the stats so that rerolling is easier... */ 768 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 769 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;
847 770
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]; 771 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 772 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 773 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 774 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 775 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 776 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 777 stats.Cha = statsort[6];
872 778
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; 779 stats.exp = 0;
884 op->stats.ac = 0; 780 stats.ac = 0;
885 781
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; 782 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 783 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 784 stats.grace = stats.maxgrace;
785
786 if (contr)
787 {
788 contr->levhp[1] = 9;
789 contr->levsp[1] = 6;
790 contr->levgrace[1] = 3;
791
894 op->contr->orig_stats = op->stats; 792 contr->orig_stats = stats;
793 }
895} 794}
896 795
897void 796void
898Roll_Again (object *op) 797object::swap_stats (int a, int b)
899{ 798{
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); 799 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)); 800 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); 801 set_attr_value (&contr->orig_stats, b, tmp);
924 802
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; 803 stats.Str = contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex; 804 stats.Dex = contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con; 805 stats.Con = contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int; 806 stats.Int = contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis; 807 stats.Wis = contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow; 808 stats.Pow = contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha; 809 stats.Cha = contr->orig_stats.Cha;
810
811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
934 op->stats.ac = 0; 813 stats.ac = 0;
935 814
936 op->level = 1; 815 level = 1;
937 op->stats.exp = 0; 816 stats.exp = 0;
938 op->stats.ac = 0; 817 stats.ac = 0;
939 818
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; 819 stats.hp = stats.maxhp;
946 op->stats.sp = op->stats.maxsp; 820 stats.sp = stats.maxsp;
947 op->stats.grace = op->stats.maxgrace; 821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
948 op->contr->orig_stats = op->stats; 829 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 { 830 }
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} 831}
1026 832
1027/* This function takes the key that is passed, and does the 833/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 834 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 835 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 836 * separate race and class; this actually changes the RACE,
1031 * not the class. 837 * not the class.
1032 */ 838 */
1033
1034int 839int
1035key_change_class (object *op, char key) 840key_change_class (object *op, char key)
1036{ 841{
1037 int tmp_loop; 842 int tmp_loop;
1038 843
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 844 if (key == 'd' || key == 'D')
1046 { 845 {
1047 char buf[MAX_BUF]; 846 char buf[MAX_BUF];
1048 847
1049 /* this must before then initial items are given */ 848 /* this must before then initial items are given */
1073 start_info (op); 872 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 874 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 875 link_player_skills (op);
1077 esrv_send_inventory (op, op); 876 esrv_send_inventory (op, op);
1078 fix_player (op); 877 op->update_stats ();
1079 878
1080 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1081 * is one for this race 880 * is one for this race
1082 */ 881 */
1083 if (*first_map_ext_path) 882 if (*first_map_ext_path)
1109 while (!tmp_loop) 908 while (!tmp_loop)
1110 { 909 {
1111 shstr name = op->name; 910 shstr name = op->name;
1112 int x = op->x, y = op->y; 911 int x = op->x, y = op->y;
1113 912
1114 remove_statbonus (op); 913 op->remove_statbonus ();
1115 op->remove (); 914 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 915 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 916 op->arch->clone.copy_to (op);
1118 op->instantiate (); 917 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 918 op->stats = op->contr->orig_stats;
1121 op->x = x; 920 op->x = x;
1122 op->y = y; 921 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 922 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 923 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 924 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 925 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 926 tmp_loop = allowed_class (op);
1128 } 927 }
1129 928
1130 update_object (op, UP_OBJ_FACE); 929 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 930 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 931 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 932 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 933 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 934 op->stats.grace = 0;
1136 935
1137 if (op->msg) 936 if (op->msg)
1142} 941}
1143 942
1144int 943int
1145key_confirm_quit (object *op, char key) 944key_confirm_quit (object *op, char key)
1146{ 945{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 947 {
1151 op->contr->ns->state = ST_PLAYING; 948 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 950 return 1;
1161 op->direction = 0; 958 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 960
1164 strcpy (op->contr->killer, "quit"); 961 strcpy (op->contr->killer, "quit");
1165 check_score (op); 962 check_score (op);
1166 op->contr->party = NULL; 963 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 964 op->contr->own_title[0] = '\0';
1169 965
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 966 object_ptr ob = op;
1171 {
1172 maptile *mp, *next;
1173 967
968 delete ob->contr;
969
1174 /* We need to hunt for any per player unique maps in memory and 970 /* 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, 971 * 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 972 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */ 973 */
974 char buf[MAX_BUF];
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next) 976
1180 { 977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
1181 next = mp->next; 979 next = mp->next;
980
1182 if (!strncmp (mp->path, buf, strlen (buf))) 981 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp); 982 delete_map (mp);
1184 } 983 }
1185 984
1186 delete_character (op->name, 1); 985 delete_character (ob->name, 1);
1187 }
1188 986
1189 play_again (op);
1190 return 1; 987 return 1;
1191} 988}
1192 989
1193void 990void
1194flee_player (object *op) 991flee_player (object *op)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1129 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)))); 1130 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1131 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1132 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)))); 1133 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1135 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 } 1136 }
1137
1368 /* philosophy: 1138 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1139 * 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 1140 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1141 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1142 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1143 * example.
1374 * The drawback: right now it has no frontend, so you need to 1144 * 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 1145 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1146 * convert to decimal and then 'pickup <#>
1884 arrow->y = sy; 1654 arrow->y = sy;
1885 1655
1886 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1887 { 1657 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1659 op->update_stats ();
1890 } 1660 }
1891 1661
1892 SET_ANIMATION (arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
2603 op->stats.hp = op->stats.maxhp; 2373 op->stats.hp = op->stats.maxhp;
2604 2374
2605 if (op->stats.food < 0) 2375 if (op->stats.food < 0)
2606 op->stats.food = 999; 2376 op->stats.food = 999;
2607 2377
2608 fix_player (op); 2378 op->update_stats ();
2609 return 1; 2379 return 1;
2610 } 2380 }
2611 2381
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2382 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2383 CLEAR_FLAG (op, FLAG_LIFESAVE);
2643 remove_unpaid_objects (op->inv, env); 2413 remove_unpaid_objects (op->inv, env);
2644 2414
2645 op = next; 2415 op = next;
2646 } 2416 }
2647} 2417}
2648
2649 2418
2650/* 2419/*
2651 * Returns pointer a static string containing gravestone text 2420 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2421 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2422 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2457 strcat (buf2, buf);
2689 2458
2690 return buf2; 2459 return buf2;
2691} 2460}
2692
2693
2694 2461
2695void 2462void
2696do_some_living (object *op) 2463do_some_living (object *op)
2697{ 2464{
2698 int last_food = op->stats.food; 2465 int last_food = op->stats.food;
2707 const int max_grace = 1; 2474 const int max_grace = 1;
2708 2475
2709 if (op->contr->outputs_sync) 2476 if (op->contr->outputs_sync)
2710 { 2477 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2478 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) 2479 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]); 2480 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2481 }
2715 2482
2716 if (op->contr->ns->state == ST_PLAYING) 2483 if (op->contr->ns->state == ST_PLAYING)
2717 { 2484 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2485 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2486 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2487 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2488 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2489 else
2724 { 2490 {
2725 gen_hp = op->stats.maxhp; 2491 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2492 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2493 }
2494
2728 if (op->contr->gen_sp >= 0) 2495 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2496 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2497 else
2731 { 2498 {
2732 gen_sp = op->stats.maxsp; 2499 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2500 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2501 }
2502
2735 if (op->contr->gen_grace >= 0) 2503 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2504 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2505 else
2738 { 2506 {
2739 gen_grace = op->stats.maxgrace; 2507 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2525 op->stats.food = last_food;
2758 } 2526 }
2759 } 2527 }
2528
2760 if (max_sp > 1) 2529 if (max_sp > 1)
2761 { 2530 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2531 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2532 if (over_sp > 0)
2764 { 2533 {
2765 if (op->stats.sp < op->stats.maxsp) 2534 if (op->stats.sp < op->stats.maxsp)
2766 { 2535 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2536 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2538 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2539 op->stats.sp--;
2540
2770 if (op->stats.sp > op->stats.maxsp) 2541 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2542 op->stats.sp = op->stats.maxsp;
2772 } 2543 }
2773 op->last_sp = 0; 2544 op->last_sp = 0;
2774 } 2545 }
2775 else 2546 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2547 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2548 }
2780 else 2549 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2550 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2551 }
2785 2552
2786 /* Regenerate Grace */ 2553 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2554 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2555 if (--op->last_grace < 0)
2789 { 2556 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2557 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2558 op->stats.grace++; /* no penalty in food for regaining grace */
2559
2792 if (max_grace > 1) 2560 if (max_grace > 1)
2793 { 2561 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2562 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2563 if (over_grace > 0)
2796 { 2564 {
2824 op->stats.food += op->contr->digestion; 2592 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2593 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2594 op->stats.food = last_food;
2827 } 2595 }
2828 } 2596 }
2597
2829 if (max_hp > 1) 2598 if (max_hp > 1)
2830 { 2599 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2600 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2601 if (over_hp > 0)
2833 { 2602 {
2857 2626
2858 if (op->contr->gen_hp > 0) 2627 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2629 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631
2862 /* dms do not consume food */ 2632 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2633 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2634 op->stats.food--;
2865 } 2635 }
2866 }
2867 2636
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2637 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2638 {
2870 object *tmp, *flesh = NULL; 2639 object *tmp, *flesh = 0;
2871 2640
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2641 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2642 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2643 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2644 {
2645 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2646 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2647 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2648 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2649 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2650 break;
2882 } 2651 }
2883 else if (tmp->type == FLESH) 2652 else if (tmp->type == FLESH)
2884 flesh = tmp; 2653 flesh = tmp;
2885 } /* End if paid for object */ 2654 } /* End if paid for object */
2886 } /* end of for loop */ 2655 } /* end of for loop */
2656
2887 /* If player is still starving, it means they don't have any food, so 2657 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2658 * eat flesh instead.
2889 */ 2659 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2660 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2661 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2663 manual_apply (op, flesh, 0);
2894 } 2664 }
2895 } /* end if player is starving */ 2665 }
2896 2666
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2667 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2668 op->stats.food++, op->stats.hp--;
2899 2669
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2670 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2671 kill_player (op);
2672 }
2902} 2673}
2903
2904
2905 2674
2906/* If the player should die (lack of hp, food, etc), we call this. 2675/* 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 2676 * 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 2677 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2678 * file.
3016 x = op->x; 2785 x = op->x;
3017 y = op->y; 2786 y = op->y;
3018 map = op->map; 2787 map = op->map;
3019 2788
3020 2789
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2790 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2791 * 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. 2792 * See the config.h file for a little more in depth detail about this.
3026 */ 2793 */
3027 2794
3028 /* Basically two ways to go - remove a stat permanently, or just 2795 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2796 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2797 * of death.
3031 */ 2798 */
3032#ifndef COZY_SERVER 2799#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2800 if (settings.balanced_stat_loss)
3034 { 2801 {
3035 /* If stat loss is permanent, lose one stat only. */ 2802 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2803 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2804 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2805 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2806 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2807 little bit harder. */
3041 /* GD */ 2808 /* GD */
3042 if (settings.stat_loss_on_death) 2809 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2810 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2811 else
3048 { 2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 }
2814 else
2815 {
3049 num_stats_lose = 1; 2816 num_stats_lose = 1;
3050 } 2817 }
3051 lost_a_stat = 0; 2818 lost_a_stat = 0;
3052 2819
3053 for (z = 0; z < num_stats_lose; z++) 2820 for (z = 0; z < num_stats_lose; z++)
3054 { 2821 {
3055 i = RANDOM () % NUM_STATS; 2822 i = RANDOM () % NUM_STATS;
3056 2823
3057 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3058 { 2825 {
3059 /* Pick a random stat and take a point off it. Tell the player 2826 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2827 * what he lost.
3061 */ 2828 */
3062 change_attr_value (&(op->stats), i, -1); 2829 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2830 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2831 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2832 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2833 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2834 lost_a_stat = 1;
2835 }
2836 else
2837 {
2838 /* deplete a stat */
2839 archetype *deparch = archetype::find ("depletion");
2840 object *dep;
2841
2842 dep = present_arch_in_ob (deparch, op);
2843 if (!dep)
2844 {
2845 dep = arch_to_object (deparch);
2846 insert_ob_in_ob (dep, op);
3068 } 2847 }
3069 else 2848 lose_this_stat = 1;
2849 if (settings.balanced_stat_loss)
3070 { 2850 {
3071 /* deplete a stat */ 2851 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2852 /* Get the stat that we're about to deplete. */
3073 object *dep; 2853 this_stat = get_attr_value (&(dep->stats), i);
3074 2854 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2855 {
3078 dep = arch_to_object (deparch); 2856 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2857 int keep_chance = this_stat * this_stat;
3080 } 2858
3081 lose_this_stat = 1; 2859 /* 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) 2860 if (keep_chance < 1)
2861 keep_chance = 1;
2862
2863 /* There is a maximum depletion total per level. */
2864 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2865 {
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; 2866 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2867 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2868 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 } 2869 }
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 */ 2870 else
3123 if (this_stat >= -50)
3124 { 2871 {
3125 change_attr_value (&(dep->stats), i, -1); 2872 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; 2873 lose_this_stat = 0;
2874 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2875 this_stat, keep_chance, loss_chance,
2876 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2877 }
3131 } 2878 }
3132 } 2879 }
2880
2881 if (lose_this_stat)
2882 {
2883 this_stat = get_attr_value (&(dep->stats), i);
2884 /* We could try to do something clever like find another
2885 * stat to reduce if this fails. But chances are, if
2886 * stats have been depleted to -50, all are pretty low
2887 * and should be roughly the same, so it shouldn't make a
2888 * difference.
2889 */
2890 if (this_stat >= -50)
2891 {
2892 change_attr_value (&(dep->stats), i, -1);
2893 SET_FLAG (dep, FLAG_APPLIED);
2894 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2895 op->update_stats ();
2896 lost_a_stat = 1;
2897 }
3133 } 2898 }
2899 }
2900 }
3134 /* If no stat lost, tell the player. */ 2901 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2902 if (!lost_a_stat)
3136 { 2903 {
3137 /* determine_god() seems to not work sometimes... why is this? 2904 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2905 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2906 const char *god = determine_god (op);
3140 2907
3141 if (god && (strcmp (god, "none"))) 2908 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); 2909 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2910 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2911 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2912 }
3146#else 2913#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2915#endif
3149 2916
3150 /* Put a gravestone up where the character 'almost' died. List the 2917 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2918 * exp loss on the stone.
3152 */ 2919 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2920 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2921 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2922 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2923 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2924 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); 2925 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; 2926 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2927 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2928 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2929
3163 /**************************************/ 2930 /**************************************/
3164 /* */ 2931 /* */
3165 /* Subtract the experience points, */ 2932 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2933 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2934 /* food, and reset HP's... */
3168 /* */ 2935 /* */
3169 /**************************************/ 2936 /**************************************/
3170 2937
3171 /* remove any poisoning and confusion the character may be suffering. */ 2938 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2939 /* restore player */
3173 at = archetype::find ("poisoning"); 2940 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2941 tmp = present_arch_in_ob (at, op);
3175 2942
3176 if (tmp) 2943 if (tmp)
3177 { 2944 {
3178 tmp->destroy (); 2945 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2947 }
3181 2948
3182 at = archetype::find ("confusion"); 2949 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2950 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2951 if (tmp)
3185 { 2952 {
3186 tmp->destroy (); 2953 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2955 }
3189 2956
3190 cure_disease (op, 0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
3191 2958
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2959 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2960 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2961 if (op->stats.food < 100)
3195 op->stats.food = 900; 2962 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2966
3200 /* 2967 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2968 * 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 2969 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2970 * in the map.
3204 */ 2971 */
3205 2972
3206 if (is_in_shop (op)) 2973 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2974 remove_unpaid_objects (op->inv, op);
3208 2975
3209 /****************************************/ 2976 /****************************************/
3210 /* */ 2977 /* */
3211 /* Move player to his current respawn- */ 2978 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2979 /* position (usually last savebed) */
3213 /* */ 2980 /* */
3214 /****************************************/ 2981 /****************************************/
3215 2982
3216 enter_player_savebed (op); 2983 enter_player_savebed (op);
3217 2984
3218 /* Save the player before inserting the force to reduce 2985 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 2986 * chance of abuse.
3220 */ 2987 */
3221 op->contr->braced = 0; 2988 op->contr->braced = 0;
3222 save_player (op, 1); 2989 op->contr->save ();
3223 2990
3224 /* it is possible that the player has blown something up 2991 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2992 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2993 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2994 * on the space that might harm the player.
3228 */ 2995 */
3229 will_kill_again = 0; 2996 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 2997 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 2998 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 2999 will_kill_again |= tmp->attacktype;
3233 3000
3234 if (will_kill_again) 3001 if (will_kill_again)
3235 { 3002 {
3236 object *force; 3003 object *force;
3237 int at; 3004 int at;
3238 3005
3239 force = get_archetype (FORCE_NAME); 3006 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3007 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3008 force->speed = 0.1;
3242 force->speed_left = -5.0; 3009 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3010 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3011 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3012 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3013 force->resist[at] = 100;
3247 3014
3248 insert_ob_in_ob (force, op); 3015 insert_ob_in_ob (force, op);
3249 fix_player (op); 3016 op->update_stats ();
3250 3017
3251 } 3018 }
3252 3019
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3020 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} 3021}
3322
3323 3022
3324void 3023void
3325loot_object (object *op) 3024loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3025{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3026 object *tmp, *tmp2, *next;
3328 3027
3329 if (op->container) 3028 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3029 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3030
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3031 for (tmp = op->inv; tmp; tmp = next)
3335 { 3032 {
3336 next = tmp->below; 3033 next = tmp->below;
3034
3337 if (tmp->invisible) 3035 if (tmp->invisible)
3338 continue; 3036 continue;
3037
3339 tmp->remove (); 3038 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3039 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3040 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3041 { /* empty container to ground */
3343 loot_object (tmp); 3042 loot_object (tmp);
3365 */ 3064 */
3366 3065
3367void 3066void
3368fix_weight (void) 3067fix_weight (void)
3369{ 3068{
3370 player *pl; 3069 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3070 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3071 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3072
3376 if (old == sum) 3073 if (old == sum)
3377 continue; 3074 continue;
3378 fix_player (pl->ob); 3075 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3076 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3077 }
3381} 3078}
3382 3079
3383void 3080void
3384fix_luck (void) 3081fix_luck (void)
3385{ 3082{
3386 player *pl; 3083 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3084 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3085 pl->ob->change_luck (0);
3391} 3086}
3392
3393 3087
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3088/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3089 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3090 * just treat this as any other spell casting object.
3397 */ 3091 */
3398
3399void 3092void
3400cast_dust (object *op, object *throw_ob, int dir) 3093cast_dust (object *op, object *throw_ob, int dir)
3401{ 3094{
3402 object *skop, *spob; 3095 object *skop, *spob;
3403 3096

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