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Comparing deliantra/server/server/player.C (file contents):
Revision 1.48 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.57 by root, Sat Dec 23 06:21:02 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);//TODO
248// send_news (ob);//TODO
249// display_motd (ob);//TODO
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->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 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->socket->update_look = 0;
292 p->socket->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->socket = 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 get_name (p->ob);
333
334 return 0; 360 return pl;
335} 361}
336 362
337/* 363/*
338 * get_player_archetype() return next player archetype from archetype 364 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 365 * list. Not very efficient routine, but used only creating new players.
445 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
446 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
447 * is probably not a good thing. 473 * is probably not a good thing.
448 */ 474 */
449#define MAX_SPACES 50 475#define MAX_SPACES 50
450
451 476
452/* 477/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
455 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
694 /* Need to set up the skill pointers */ 719 /* Need to set up the skill pointers */
695 link_player_skills (pl); 720 link_player_skills (pl);
696} 721}
697 722
698void 723void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 724get_party_password (object *op, partylist *party)
783{ 725{
784 if (party == NULL) 726 if (party == NULL)
785 { 727 {
786 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);
787 return; 729 return;
788 } 730 }
731
789 op->contr->write_buf[0] = '\0'; 732 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 736}
794
795 737
796/* 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. */
797int 739static int
798roll_stat (void) 740roll_stat (void)
799{ 741{
800 int a[4], i, j, k; 742 int a[4], i, j, k;
801 743
802 for (i = 0; i < 4; i++) 744 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 747 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 748 if (a[i] < k)
807 k = a[i], j = i; 749 k = a[i], j = i;
808 750
809 for (i = 0, k = 0; i < 4; i++) 751 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 752 if (i != j)
812 k += a[i]; 753 k += a[i];
813 } 754
814 return k; 755 return k;
815} 756}
816 757
817void 758void
818roll_stats (object *op) 759object::roll_stats ()
819{ 760{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 761 int statsort [7];
823 762
824 do 763 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 764 {
835 while (sum < 82 || sum > 116); 765 int sum = 0;
766 for (int i = 7; i--; )
767 sum += statsort [i] = roll_stat ();
836 768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
837 /* Sort the stats so that rerolling is easier... */ 773 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 774 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 775
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 776 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 777 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 778 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 779 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 780 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 781 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 782 stats.Cha = statsort[6];
870 783
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 784 stats.exp = 0;
882 op->stats.ac = 0; 785 stats.ac = 0;
883 786
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 787 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 788 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 797 contr->orig_stats = stats;
798 }
893} 799}
894 800
895void 801void
896Roll_Again (object *op) 802object::swap_stats (int a, int b)
897{ 803{
898 esrv_new_player (op->contr, 0);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
900 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
901}
902
903void
904Swap_Stat (object *op, int Swap_Second)
905{
906 signed char tmp;
907 char buf[MAX_BUF];
908
909 if (op->contr->Swap_First == -1)
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 804 int tmp = get_attr_value (&contr->orig_stats, a);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 806 set_attr_value (&contr->orig_stats, b, tmp);
922 807
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 808 stats.Str = contr->orig_stats.Str;
926 op->stats.Dex = op->contr->orig_stats.Dex; 809 stats.Dex = contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con; 810 stats.Con = contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int; 811 stats.Int = contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis; 812 stats.Wis = contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow; 813 stats.Pow = contr->orig_stats.Pow;
931 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
932 op->stats.ac = 0; 818 stats.ac = 0;
933 819
934 op->level = 1; 820 level = 1;
935 op->stats.exp = 0; 821 stats.exp = 0;
936 op->stats.ac = 0; 822 stats.ac = 0;
937 823
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp; 824 stats.hp = stats.maxhp;
944 op->stats.sp = op->stats.maxsp; 825 stats.sp = stats.maxsp;
945 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
946 op->contr->orig_stats = op->stats; 834 contr->orig_stats = stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 { 835 }
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf);
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 836}
1024 837
1025/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
1029 * not the class. 842 * not the class.
1030 */ 843 */
1031
1032int 844int
1033key_change_class (object *op, char key) 845key_change_class (object *op, char key)
1034{ 846{
1035 int tmp_loop; 847 int tmp_loop;
1036 848
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 849 if (key == 'd' || key == 'D')
1044 { 850 {
1045 char buf[MAX_BUF]; 851 char buf[MAX_BUF];
1046 852
1047 /* this must before then initial items are given */ 853 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 858 create_treasure (tl, op, 0, 0, 0);
1053 859
1054 INVOKE_PLAYER (BIRTH, op->contr); 860 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 861 INVOKE_PLAYER (LOGIN, op->contr);
1056 862
1057 op->contr->state = ST_PLAYING; 863 op->contr->ns->state = ST_PLAYING;
1058 864
1059 if (op->msg) 865 if (op->msg)
1060 op->msg = NULL; 866 op->msg = NULL;
1061 867
1062 /* We create this now because some of the unique maps will need it 868 /* We create this now because some of the unique maps will need it
1071 start_info (op); 877 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 878 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 879 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 880 link_player_skills (op);
1075 esrv_send_inventory (op, op); 881 esrv_send_inventory (op, op);
1076 fix_player (op); 882 op->update_stats ();
1077 883
1078 /* This moves the player to a different start map, if there 884 /* This moves the player to a different start map, if there
1079 * is one for this race 885 * is one for this race
1080 */ 886 */
1081 if (*first_map_ext_path) 887 if (*first_map_ext_path)
1107 while (!tmp_loop) 913 while (!tmp_loop)
1108 { 914 {
1109 shstr name = op->name; 915 shstr name = op->name;
1110 int x = op->x, y = op->y; 916 int x = op->x, y = op->y;
1111 917
1112 remove_statbonus (op); 918 op->remove_statbonus ();
1113 op->remove (); 919 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 920 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 921 op->arch->clone.copy_to (op);
1116 op->instantiate (); 922 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 923 op->stats = op->contr->orig_stats;
1119 op->x = x; 925 op->x = x;
1120 op->y = y; 926 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 927 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 928 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 929 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 930 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 931 tmp_loop = allowed_class (op);
1126 } 932 }
1127 933
1128 update_object (op, UP_OBJ_FACE); 934 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 935 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 936 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 937 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 938 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 939 op->stats.grace = 0;
1134 940
1135 if (op->msg) 941 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 942 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 943
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0; 945 return 0;
1140} 946}
1141 947
1142int 948int
1143key_confirm_quit (object *op, char key) 949key_confirm_quit (object *op, char key)
1144{ 950{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 { 952 {
1149 op->contr->state = ST_PLAYING; 953 op->contr->ns->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1; 955 return 1;
1152 } 956 }
1153 957
1154 INVOKE_PLAYER (LOGOUT, op->contr); 958 INVOKE_PLAYER (LOGOUT, op->contr);
1159 op->direction = 0; 963 op->direction = 0;
1160 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);
1161 965
1162 strcpy (op->contr->killer, "quit"); 966 strcpy (op->contr->killer, "quit");
1163 check_score (op); 967 check_score (op);
1164 op->contr->party = NULL; 968 op->contr->party = 0;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0'; 969 op->contr->own_title[0] = '\0';
1167 970
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 971 object_ptr ob = op;
1169 {
1170 maptile *mp, *next;
1171 972
973 delete ob->contr;
974
1172 /* 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
1173 * 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,
1174 * 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
1175 */ 978 */
979 char buf[MAX_BUF];
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next) 981
1178 { 982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
1179 next = mp->next; 984 next = mp->next;
985
1180 if (!strncmp (mp->path, buf, strlen (buf))) 986 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp); 987 delete_map (mp);
1182 } 988 }
1183 989
1184 delete_character (op->name, 1); 990 delete_character (ob->name, 1);
1185 }
1186 991
1187 play_again (op);
1188 return 1; 992 return 1;
1189} 993}
1190 994
1191void 995void
1192flee_player (object *op) 996flee_player (object *op)
1223 { 1027 {
1224 op->enemy = NULL; 1028 op->enemy = NULL;
1225 CLEAR_FLAG (op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1226 return; 1030 return;
1227 } 1031 }
1032
1228 get_rangevector (op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1229 1034
1230 dir = absdir (4 + rv.direction); 1035 dir = absdir (4 + rv.direction);
1231 for (diff = 0; diff < 3; diff++) 1036 for (diff = 0; diff < 3; diff++)
1232 { 1037 {
1233 int m = 1 - (RANDOM () & 2); 1038 int m = 1 - (RANDOM () & 2);
1234 1039
1235 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1236 {
1237 return; 1041 return;
1238 }
1239 } 1042 }
1043
1240 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1241 CLEAR_FLAG (op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1242 op->enemy = NULL; 1046 op->enemy = NULL;
1243} 1047}
1244 1048
1882 arrow->y = sy; 1686 arrow->y = sy;
1883 1687
1884 if (op->type == PLAYER) 1688 if (op->type == PLAYER)
1885 { 1689 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1691 op->update_stats ();
1888 } 1692 }
1889 1693
1890 SET_ANIMATION (arrow, arrow->direction); 1694 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1696 arrow->stats.hp = arrow->stats.dam;
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1854 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1855 item->face = item->arch->clone.face;
2052 item->speed = 0; 1856 item->speed = 0;
2053 update_ob_speed (item); 1857 update_ob_speed (item);
2054 } 1858 }
2055 if ((tmp = is_player_inv (item))) 1859 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1860 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1861 }
2058 } 1862 }
2059 else if (item->type == ROD || item->type == HORN) 1863 else if (item->type == ROD || item->type == HORN)
2060 { 1864 {
2210 * 0 otherwise 2014 * 0 otherwise
2211 */ 2015 */
2212static int 2016static int
2213player_attack_door (object *op, object *door) 2017player_attack_door (object *op, object *door)
2214{ 2018{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 2019 /* If its a door, try to find a use a key. If we do destroy the door,
2217 * might as well return immediately as there is nothing more to do - 2020 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 2021 * otherwise, we fall through to the rest of the code.
2219 */ 2022 */
2220 object *key = find_key (op, op, door); 2023 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2061 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2062 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2063 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2064 * going to try and move (not fire weapons).
2262 */ 2065 */
2263
2264void 2066void
2265move_player_attack (object *op, int dir) 2067move_player_attack (object *op, int dir)
2266{ 2068{
2267 object *tmp, *mon; 2069 object *tmp, *mon;
2268 sint16 nx, ny; 2070 sint16 nx, ny;
2270 maptile *m; 2072 maptile *m;
2271 2073
2272 nx = freearr_x[dir] + op->x; 2074 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2075 ny = freearr_y[dir] + op->y;
2274 2076
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2077 on_battleground = op_on_battleground (op, 0, 0);
2276 2078
2277 /* If braced, or can't move to the square, and it is not out of the 2079 /* If braced, or can't move to the square, and it is not out of the
2278 * map, attack it. Note order of if statement is important - don't 2080 * map, attack it. Note order of if statement is important - don't
2279 * want to be calling move_ob if braced, because move_ob will move the 2081 * want to be calling move_ob if braced, because move_ob will move the
2280 * player. This is a pretty nasty hack, because if we could 2082 * player. This is a pretty nasty hack, because if we could
2292 return; /* Don't think this should happen */ 2094 return; /* Don't think this should happen */
2293 } 2095 }
2294 else 2096 else
2295 m = op->map; 2097 m = op->map;
2296 2098
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 { 2100 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2102 return;
2301 } 2103 }
2302 2104
2303 mon = NULL; 2105 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2106 /* Go through all the objects, and find ones of interest. Only stop if
2305 * we find a monster - that is something we know we want to attack. 2107 * we find a monster - that is something we know we want to attack.
2306 * if its a door or barrel (can roll) see if there may be monsters 2108 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2109 * on the space
2308 */ 2110 */
2309 while (tmp != NULL) 2111 while (tmp)
2310 { 2112 {
2311 if (tmp == op) 2113 if (tmp == op)
2312 { 2114 {
2313 tmp = tmp->above; 2115 tmp = tmp->above;
2314 continue; 2116 continue;
2324 mon = tmp; 2126 mon = tmp;
2325 2127
2326 tmp = tmp->above; 2128 tmp = tmp->above;
2327 } 2129 }
2328 2130
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2131 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2132 return; /* into a wall */
2331 2133
2332 if (mon->head != NULL) 2134 if (mon->head)
2333 mon = mon->head; 2135 mon = mon->head;
2334 2136
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2137 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2138 if (player_attack_door (op, mon))
2337 return; 2139 return;
2374 * attack them either. 2176 * attack them either.
2375 */ 2177 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2178 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2179 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2180#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2181 (op->contr->peaceful
2380 || (mon->type == PLAYER 2182 || (mon->type == PLAYER
2381 && mon->contr-> 2183 && mon->contr->
2382 peaceful)) && 2184 peaceful)) &&
2383#else 2185#else
2384 op->contr->peaceful && 2186 op->contr->peaceful &&
2385#endif 2187#endif
2386 !on_battleground)) 2188 !on_battleground))
2387 { 2189 {
2388 if (!op->contr->braced) 2190 if (!op->contr->braced)
2389 { 2191 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2193 (void) push_ob (mon, dir, op);
2392 } 2194 }
2393 else 2195 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2196 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2197
2397 if (op->contr->tmp_invis || op->hide) 2198 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2199 make_visible (op);
2399 } 2200 }
2400 2201
2401 /* If the object is a boulder or other rollable object, then 2202 /* If the object is a boulder or other rollable object, then
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2230 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2231
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2233 }
2433 2234
2434 skill_attack (mon, op, 0, NULL, NULL); 2235 skill_attack (mon, op, 0, 0, 0);
2435 2236
2436 /* If attacking another player, that player gets automatic 2237 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2238 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2239 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2240 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2242 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2243 {
2443 short luck = mon->stats.luck; 2244 short luck = mon->stats.luck;
2444 2245
2445 mon->contr->has_hit = 1; 2246 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2247 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2248 mon->stats.luck = luck;
2448 } 2249 }
2250
2449 if (action_makes_visible (op)) 2251 if (action_makes_visible (op))
2450 make_visible (op); 2252 make_visible (op);
2451 } 2253 }
2452 } /* if player should attack something */ 2254 } /* if player should attack something */
2453} 2255}
2488 2290
2489 /* Add special check for newcs players and fire on - this way, the 2291 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2292 * server can handle repeat firing.
2491 */ 2293 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2294 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2295 op->direction = dir;
2495 }
2496 else 2296 else
2497 {
2498 op->direction = 0; 2297 op->direction = 0;
2499 } 2298
2500 /* Update how the player looks. Use the facing, so direction may 2299 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2300 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2301 * for players.
2503 */ 2302 */
2504 animate_object (op, op->facing); 2303 animate_object (op, op->facing);
2557 /* call this here - we also will call this in do_ericserver, but 2356 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2357 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2358 * called, so we recheck it here.
2560 */ 2359 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2563 ; 2362 ;
2564 2363
2565 if (op->speed_left < 0) 2364 if (op->speed_left < 0)
2566 return 0; 2365 return 0;
2567 2366
2606 op->stats.hp = op->stats.maxhp; 2405 op->stats.hp = op->stats.maxhp;
2607 2406
2608 if (op->stats.food < 0) 2407 if (op->stats.food < 0)
2609 op->stats.food = 999; 2408 op->stats.food = 999;
2610 2409
2611 fix_player (op); 2410 op->update_stats ();
2612 return 1; 2411 return 1;
2613 } 2412 }
2614 2413
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2414 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2415 CLEAR_FLAG (op, FLAG_LIFESAVE);
2646 remove_unpaid_objects (op->inv, env); 2445 remove_unpaid_objects (op->inv, env);
2647 2446
2648 op = next; 2447 op = next;
2649 } 2448 }
2650} 2449}
2651
2652 2450
2653/* 2451/*
2654 * Returns pointer a static string containing gravestone text 2452 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2453 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2454 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2488 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2489 strcat (buf2, buf);
2692 2490
2693 return buf2; 2491 return buf2;
2694} 2492}
2695
2696
2697 2493
2698void 2494void
2699do_some_living (object *op) 2495do_some_living (object *op)
2700{ 2496{
2701 int last_food = op->stats.food; 2497 int last_food = op->stats.food;
2710 const int max_grace = 1; 2506 const int max_grace = 1;
2711 2507
2712 if (op->contr->outputs_sync) 2508 if (op->contr->outputs_sync)
2713 { 2509 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2715 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2511 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2716 flush_output_element (op, &op->contr->outputs[i]); 2512 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2513 }
2718 2514
2719 if (op->contr->state == ST_PLAYING) 2515 if (op->contr->ns->state == ST_PLAYING)
2720 { 2516 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2517 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2518 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2519 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2520 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2521 else
2727 { 2522 {
2728 gen_hp = op->stats.maxhp; 2523 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2524 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2525 }
2526
2731 if (op->contr->gen_sp >= 0) 2527 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2529 else
2734 { 2530 {
2735 gen_sp = op->stats.maxsp; 2531 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2533 }
2534
2738 if (op->contr->gen_grace >= 0) 2535 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2536 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2537 else
2741 { 2538 {
2742 gen_grace = op->stats.maxgrace; 2539 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2555 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2556 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2557 op->stats.food = last_food;
2761 } 2558 }
2762 } 2559 }
2560
2763 if (max_sp > 1) 2561 if (max_sp > 1)
2764 { 2562 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2563 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2564 if (over_sp > 0)
2767 { 2565 {
2768 if (op->stats.sp < op->stats.maxsp) 2566 if (op->stats.sp < op->stats.maxsp)
2769 { 2567 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2568 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2570 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2571 op->stats.sp--;
2572
2773 if (op->stats.sp > op->stats.maxsp) 2573 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2574 op->stats.sp = op->stats.maxsp;
2775 } 2575 }
2776 op->last_sp = 0; 2576 op->last_sp = 0;
2777 } 2577 }
2778 else 2578 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2580 }
2783 else 2581 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2582 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2583 }
2788 2584
2789 /* Regenerate Grace */ 2585 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2587 if (--op->last_grace < 0)
2792 { 2588 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2589 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2590 op->stats.grace++; /* no penalty in food for regaining grace */
2591
2795 if (max_grace > 1) 2592 if (max_grace > 1)
2796 { 2593 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2594 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2595 if (over_grace > 0)
2799 { 2596 {
2827 op->stats.food += op->contr->digestion; 2624 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2625 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2626 op->stats.food = last_food;
2830 } 2627 }
2831 } 2628 }
2629
2832 if (max_hp > 1) 2630 if (max_hp > 1)
2833 { 2631 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2632 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2633 if (over_hp > 0)
2836 { 2634 {
2860 2658
2861 if (op->contr->gen_hp > 0) 2659 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2660 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2661 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663
2865 /* dms do not consume food */ 2664 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2665 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2666 op->stats.food--;
2868 } 2667 }
2869 }
2870 2668
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2669 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2670 {
2873 object *tmp, *flesh = NULL; 2671 object *tmp, *flesh = 0;
2874 2672
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2673 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2674 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2675 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2676 {
2677 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2678 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2680 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2681 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2682 break;
2885 } 2683 }
2886 else if (tmp->type == FLESH) 2684 else if (tmp->type == FLESH)
2887 flesh = tmp; 2685 flesh = tmp;
2888 } /* End if paid for object */ 2686 } /* End if paid for object */
2889 } /* end of for loop */ 2687 } /* end of for loop */
2688
2890 /* If player is still starving, it means they don't have any food, so 2689 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2690 * eat flesh instead.
2892 */ 2691 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2692 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2693 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2694 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2695 manual_apply (op, flesh, 0);
2897 } 2696 }
2898 } /* end if player is starving */ 2697 }
2899 2698
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2699 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2700 op->stats.food++, op->stats.hp--;
2902 2701
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2702 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2703 kill_player (op);
2704 }
2905} 2705}
2906
2907
2908 2706
2909/* If the player should die (lack of hp, food, etc), we call this. 2707/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2708 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2709 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2710 * file.
3019 x = op->x; 2817 x = op->x;
3020 y = op->y; 2818 y = op->y;
3021 map = op->map; 2819 map = op->map;
3022 2820
3023 2821
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2822 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2823 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2824 * See the config.h file for a little more in depth detail about this.
3029 */ 2825 */
3030 2826
3031 /* Basically two ways to go - remove a stat permanently, or just 2827 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2828 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2829 * of death.
3034 */ 2830 */
3035#ifndef COZY_SERVER 2831#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2832 if (settings.balanced_stat_loss)
3037 { 2833 {
3038 /* If stat loss is permanent, lose one stat only. */ 2834 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2835 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2836 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2837 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2838 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2839 little bit harder. */
3044 /* GD */ 2840 /* GD */
3045 if (settings.stat_loss_on_death) 2841 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2842 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2843 else
3051 { 2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 }
2846 else
2847 {
3052 num_stats_lose = 1; 2848 num_stats_lose = 1;
3053 } 2849 }
3054 lost_a_stat = 0; 2850 lost_a_stat = 0;
3055 2851
3056 for (z = 0; z < num_stats_lose; z++) 2852 for (z = 0; z < num_stats_lose; z++)
3057 { 2853 {
3058 i = RANDOM () % NUM_STATS; 2854 i = RANDOM () % NUM_STATS;
3059 2855
3060 if (settings.stat_loss_on_death) 2856 if (settings.stat_loss_on_death)
3061 { 2857 {
3062 /* Pick a random stat and take a point off it. Tell the player 2858 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2859 * what he lost.
3064 */ 2860 */
3065 change_attr_value (&(op->stats), i, -1); 2861 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2862 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2863 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2864 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2865 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2866 lost_a_stat = 1;
2867 }
2868 else
2869 {
2870 /* deplete a stat */
2871 archetype *deparch = archetype::find ("depletion");
2872 object *dep;
2873
2874 dep = present_arch_in_ob (deparch, op);
2875 if (!dep)
2876 {
2877 dep = arch_to_object (deparch);
2878 insert_ob_in_ob (dep, op);
3071 } 2879 }
3072 else 2880 lose_this_stat = 1;
2881 if (settings.balanced_stat_loss)
3073 { 2882 {
3074 /* deplete a stat */ 2883 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2884 /* Get the stat that we're about to deplete. */
3076 object *dep; 2885 this_stat = get_attr_value (&(dep->stats), i);
3077 2886 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2887 {
3081 dep = arch_to_object (deparch); 2888 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2889 int keep_chance = this_stat * this_stat;
3083 } 2890
3084 lose_this_stat = 1; 2891 /* Yes, I am paranoid. Sue me. */
3085 if (settings.balanced_stat_loss)
3086 {
3087 /* GD */
3088 /* Get the stat that we're about to deplete. */
3089 this_stat = get_attr_value (&(dep->stats), i);
3090 if (this_stat < 0) 2892 if (keep_chance < 1)
2893 keep_chance = 1;
2894
2895 /* There is a maximum depletion total per level. */
2896 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2897 {
3092 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3093 int keep_chance = this_stat * this_stat;
3094
3095 /* Yes, I am paranoid. Sue me. */
3096 if (keep_chance < 1)
3097 keep_chance = 1;
3098
3099 /* There is a maximum depletion total per level. */
3100 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3101 {
3102 lose_this_stat = 0; 2898 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2899 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2900 retain the stat. */
3105 }
3106 else
3107 {
3108 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3109 lose_this_stat = 0;
3110 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3111 this_stat, keep_chance, loss_chance,
3112 lose_this_stat?"LOSE":"KEEP"); */
3113 }
3114 } 2901 }
3115 }
3116
3117 if (lose_this_stat)
3118 {
3119 this_stat = get_attr_value (&(dep->stats), i);
3120 /* We could try to do something clever like find another
3121 * stat to reduce if this fails. But chances are, if
3122 * stats have been depleted to -50, all are pretty low
3123 * and should be roughly the same, so it shouldn't make a
3124 * difference.
3125 */ 2902 else
3126 if (this_stat >= -50)
3127 { 2903 {
3128 change_attr_value (&(dep->stats), i, -1); 2904 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3129 SET_FLAG (dep, FLAG_APPLIED);
3130 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3131 fix_player (op);
3132 lost_a_stat = 1; 2905 lose_this_stat = 0;
2906 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2907 this_stat, keep_chance, loss_chance,
2908 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2909 }
3134 } 2910 }
3135 } 2911 }
2912
2913 if (lose_this_stat)
2914 {
2915 this_stat = get_attr_value (&(dep->stats), i);
2916 /* We could try to do something clever like find another
2917 * stat to reduce if this fails. But chances are, if
2918 * stats have been depleted to -50, all are pretty low
2919 * and should be roughly the same, so it shouldn't make a
2920 * difference.
2921 */
2922 if (this_stat >= -50)
2923 {
2924 change_attr_value (&(dep->stats), i, -1);
2925 SET_FLAG (dep, FLAG_APPLIED);
2926 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2927 op->update_stats ();
2928 lost_a_stat = 1;
2929 }
3136 } 2930 }
2931 }
2932 }
3137 /* If no stat lost, tell the player. */ 2933 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2934 if (!lost_a_stat)
3139 { 2935 {
3140 /* determine_god() seems to not work sometimes... why is this? 2936 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2937 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2938 const char *god = determine_god (op);
3143 2939
3144 if (god && (strcmp (god, "none"))) 2940 if (god && (strcmp (god, "none")))
3145 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2941 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2942 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2944 }
3149#else 2945#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2946 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2947#endif
3152 2948
3153 /* Put a gravestone up where the character 'almost' died. List the 2949 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2950 * exp loss on the stone.
3155 */ 2951 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2952 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2953 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2954 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2955 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2956 tmp->name_pl = buf;
3161 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2957 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3162 tmp->msg = buf; 2958 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2959 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2960 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2961
3166 /**************************************/ 2962 /**************************************/
3167 /* */ 2963 /* */
3168 /* Subtract the experience points, */ 2964 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2965 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2966 /* food, and reset HP's... */
3171 /* */ 2967 /* */
3172 /**************************************/ 2968 /**************************************/
3173 2969
3174 /* remove any poisoning and confusion the character may be suffering. */ 2970 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2971 /* restore player */
3176 at = archetype::find ("poisoning"); 2972 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2973 tmp = present_arch_in_ob (at, op);
3178 2974
3179 if (tmp) 2975 if (tmp)
3180 { 2976 {
3181 tmp->destroy (); 2977 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2978 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2979 }
3184 2980
3185 at = archetype::find ("confusion"); 2981 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2982 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2983 if (tmp)
3188 { 2984 {
3189 tmp->destroy (); 2985 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2987 }
3192 2988
3193 cure_disease (op, 0); /* remove any disease */ 2989 cure_disease (op, 0); /* remove any disease */
3194 2990
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2991 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2992 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2993 if (op->stats.food < 100)
3198 op->stats.food = 900; 2994 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2995 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2998
3203 /* 2999 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 3000 * Check to see if the player is in a shop. IF so, then check to see if
3205 * the player has any unpaid items. If so, remove them and put them back 3001 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 3002 * in the map.
3207 */ 3003 */
3208 3004
3209 if (is_in_shop (op)) 3005 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 3006 remove_unpaid_objects (op->inv, op);
3211 3007
3212 /****************************************/ 3008 /****************************************/
3213 /* */ 3009 /* */
3214 /* Move player to his current respawn- */ 3010 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 3011 /* position (usually last savebed) */
3216 /* */ 3012 /* */
3217 /****************************************/ 3013 /****************************************/
3218 3014
3219 enter_player_savebed (op); 3015 enter_player_savebed (op);
3220 3016
3221 /* Save the player before inserting the force to reduce 3017 /* Save the player before inserting the force to reduce
3222 * chance of abuse. 3018 * chance of abuse.
3223 */ 3019 */
3224 op->contr->braced = 0; 3020 op->contr->braced = 0;
3225 save_player (op, 1); 3021 op->contr->save ();
3226 3022
3227 /* it is possible that the player has blown something up 3023 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 3024 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 3025 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 3026 * on the space that might harm the player.
3231 */ 3027 */
3232 will_kill_again = 0; 3028 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3029 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3030 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3031 will_kill_again |= tmp->attacktype;
3236 3032
3237 if (will_kill_again) 3033 if (will_kill_again)
3238 { 3034 {
3239 object *force; 3035 object *force;
3240 int at; 3036 int at;
3241 3037
3242 force = get_archetype (FORCE_NAME); 3038 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 3039 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 3040 force->speed = 0.1;
3245 force->speed_left = -5.0; 3041 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 3042 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 3043 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 3044 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 3045 force->resist[at] = 100;
3250 3046
3251 insert_ob_in_ob (force, op); 3047 insert_ob_in_ob (force, op);
3252 fix_player (op); 3048 op->update_stats ();
3253 3049
3254 } 3050 }
3255 3051
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3052 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3257 return;
3258 } /* NOT_PERMADETH */
3259 else
3260 {
3261 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3262 * should probably be embedded in an else statement.
3263 */
3264
3265 op->contr->party = NULL;
3266 if (settings.set_title == TRUE)
3267 op->contr->own_title[0] = '\0';
3268 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3269 check_score (op);
3270
3271 if (op->contr->ranges[range_golem])
3272 {
3273 remove_friendly_object (op->contr->ranges[range_golem]);
3274 op->contr->ranges[range_golem]->destroy ();
3275 op->contr->ranges[range_golem] = 0;
3276 }
3277
3278 loot_object (op); /* Remove some of the items for good */
3279 op->remove ();
3280 op->direction = 0;
3281
3282 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3283 {
3284 delete_character (op->name, 0);
3285 if (settings.resurrection == TRUE)
3286 {
3287 /* save playerfile sans equipment when player dies
3288 ** then save it as player.pl.dead so that future resurrection
3289 ** type spells will work on them nicely
3290 */
3291 delete_character (op->name, 0);
3292 op->stats.hp = op->stats.maxhp;
3293 op->stats.food = 999;
3294
3295 /* set the location of where the person will reappear when */
3296 /* maybe resurrection code should fix map also */
3297 strcpy (op->contr->maplevel, settings.emergency_mapname);
3298 if (op->map != NULL)
3299 op->map = NULL;
3300 op->x = settings.emergency_x;
3301 op->y = settings.emergency_y;
3302 save_player (op, 0);
3303 op->map = map;
3304 /* please see resurrection.c: peterm */
3305 dead_player (op);
3306 }
3307 else
3308 delete_character (op->name, 1);
3309 }
3310
3311 play_again (op);
3312
3313 /* peterm: added to create a corpse at deathsite. */
3314 tmp = arch_to_object (archetype::find ("corpse_pl"));
3315 sprintf (buf, "%s", &op->name);
3316 tmp->name = tmp->name_pl = buf;
3317 tmp->level = op->level;
3318 tmp->x = x;
3319 tmp->y = y;
3320 tmp->msg = gravestone_text (op);
3321 SET_FLAG (tmp, FLAG_UNIQUE);
3322 insert_ob_in_map (tmp, map, NULL, 0);
3323 }
3324} 3053}
3325
3326 3054
3327void 3055void
3328loot_object (object *op) 3056loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 3057{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 3058 object *tmp, *tmp2, *next;
3331 3059
3332 if (op->container) 3060 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 3061 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 3062
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3063 for (tmp = op->inv; tmp; tmp = next)
3338 { 3064 {
3339 next = tmp->below; 3065 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3066
3067 if (tmp->invisible)
3341 continue; 3068 continue;
3069
3342 tmp->remove (); 3070 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3071 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3072 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3073 { /* empty container to ground */
3346 loot_object (tmp); 3074 loot_object (tmp);
3368 */ 3096 */
3369 3097
3370void 3098void
3371fix_weight (void) 3099fix_weight (void)
3372{ 3100{
3373 player *pl;
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next) 3101 for (player *pl = first_player; pl; pl = pl->next)
3376 { 3102 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3104
3379 if (old == sum) 3105 if (old == sum)
3380 continue; 3106 continue;
3381 fix_player (pl->ob); 3107 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3108 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3109 }
3384} 3110}
3385 3111
3386void 3112void
3387fix_luck (void) 3113fix_luck (void)
3388{ 3114{
3389 player *pl;
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next) 3115 for (player *pl = first_player; pl; pl = pl->next)
3392 if (!pl->ob->contr->state) 3116 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3117 pl->ob->change_luck (0);
3394} 3118}
3395
3396 3119
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3120/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3121 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3122 * just treat this as any other spell casting object.
3400 */ 3123 */
3401
3402void 3124void
3403cast_dust (object *op, object *throw_ob, int dir) 3125cast_dust (object *op, object *throw_ob, int dir)
3404{ 3126{
3405 object *skop, *spob; 3127 object *skop, *spob;
3406 3128
3451 object *tmp = NULL; 3173 object *tmp = NULL;
3452 3174
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3176 return 1;
3455 3177
3456 if (op->type == PLAYER)
3457 for (tmp = op->inv; tmp; tmp = tmp->below)
3458 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3459 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3460 return 1;
3461 return 0; 3178 return 0;
3462} 3179}
3463 3180
3464/* look at the surrounding terrain to determine 3181/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3182 * the hideability of this object. Positive levels
3580 if (mflags & P_OUT_OF_MAP) 3297 if (mflags & P_OUT_OF_MAP)
3581 continue; 3298 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3299 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3300 continue;
3584 3301
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3302 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3303 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3304 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3305 return 1;
3589 else if (tmp->type == PLAYER) 3306 else if (tmp->type == PLAYER)
3590 { 3307 {
3644 3361
3645 /* only the viewable area the player sees is updated by LOS 3362 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3363 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3364 * for any meaningful values.
3648 */ 3365 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3366 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3367 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3368 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3369 return 1;
3653 op = op->more; 3370 op = op->more;
3654 } 3371 }
3655 return 0; 3372 return 0;
3656} 3373}
3842 { 3559 {
3843 /* forces in the treasurelist can alter the player's stats */ 3560 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3561 object *skin;
3845 3562
3846 /* first get the dragon skin force */ 3563 /* first get the dragon skin force */
3564 shstr_cmp dragon_skin_force ("dragon_skin_force");
3847 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3565 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3566 ;
3567
3848 if (skin == NULL) 3568 if (!skin)
3849 return; 3569 return;
3850 3570
3851 /* adding new spellpath attunements */ 3571 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3572 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3573 {

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