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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 1.59 by root, Sat Dec 23 07:36:35 2006 UTC

28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 player *pl;
41 40
42 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 43 return pl;
46 }; 44
47 return NULL; 45 return 0;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74} 46}
75 47
76void 48void
77display_motd (const object *op) 49display_motd (const object *op)
78{ 50{
87 return; 59 return;
88 60
89 motd[0] = '\0'; 61 motd[0] = '\0';
90 size = 0; 62 size = 0;
91 63
92 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
93 { 65 {
94 if (*buf == '#') 66 if (*buf == '#')
95 continue; 67 continue;
96 68
97 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 88 return;
117 89
118 rules[0] = '\0'; 90 rules[0] = '\0';
119 size = 0; 91 size = 0;
120 92
121 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
122 { 94 {
123 if (*buf == '#') 95 if (*buf == '#')
124 continue; 96 continue;
125 97
126 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
187} 159}
188 160
189int 161/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 162static void
163set_first_map (object *op)
191{ 164{
192 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
193 if (*cp == '-' || *cp == '_') 166 op->x = -1;
194 return 0; 167 op->y = -1;
195 168 enter_exit (op, 0);
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201} 169}
202 170
203/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
204 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
205 * Caller is responsible for setting the correct map. 173void
206 */ 174player::connect (client *ns)
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 175{
217 object *op = arch_to_object (get_player_archetype (0)); 176 this->ns = ns;
218 int i; 177 ns->pl = this;
219 178
220 /* Clears basically the entire player structure except 179 next = first_player;
221 * for next and socket. 180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 209 */
223 p->clear (); 210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
224 212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247 send_rules (ob);
248 send_news (ob);
249 display_motd (ob);
250 INVOKE_PLAYER (LOGIN, this);
251}
252
253// the need for this function can be explained
254// by load_object not returning the object
255void
256player::set_object (object *op)
257{
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270}
271
272player::player ()
273{
225 /* There are some elements we want initialized to non zero value - 274 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 275 * we deal with that below this point.
227 */ 276 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 277 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 278 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 279 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 280
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 281 assign (savebed_map, first_map_path); /* Init. respawn position */
239 282
240 op->contr = p; /* this aren't yet in archetype */
241 p->ob = op;
242 op->speed_left = 0.5;
243 op->speed = 1.0;
244 op->direction = 5; /* So player faces south */
245 op->stats.wc = 2;
246 op->run_away = 25; /* Then we panick... */
247
248 {
249 int oldmon = p->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
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1332 else 1136 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1140 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1141 }
1142
1366 /* philosophy: 1143 /* philosophy:
1367 * It's easy to grab an item type from a pile, as long as it's 1144 * It's easy to grab an item type from a pile, as long as it's
1368 * generic. This takes no game-time. For more detailed pickups 1145 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1146 * and selections, select-items should be used. This is a
1370 * grab-as-you-run type mode that's really useful for arrows for 1147 * grab-as-you-run type mode that's really useful for arrows for
1371 * example. 1148 * example.
1372 * The drawback: right now it has no frontend, so you need to 1149 * The drawback: right now it has no frontend, so you need to
1373 * stick the bits you want into a calculator in hex mode and then 1150 * stick the bits you want into a calculator in hex mode and then
1374 * convert to decimal and then 'pickup <#> 1151 * convert to decimal and then 'pickup <#>
1882 arrow->y = sy; 1659 arrow->y = sy;
1883 1660
1884 if (op->type == PLAYER) 1661 if (op->type == PLAYER)
1885 { 1662 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1663 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1664 op->update_stats ();
1888 } 1665 }
1889 1666
1890 SET_ANIMATION (arrow, arrow->direction); 1667 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1668 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1669 arrow->stats.hp = arrow->stats.dam;
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1827 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1828 item->face = item->arch->clone.face;
2052 item->speed = 0; 1829 item->speed = 0;
2053 update_ob_speed (item); 1830 update_ob_speed (item);
2054 } 1831 }
2055 if ((tmp = is_player_inv (item))) 1832 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1833 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1834 }
2058 } 1835 }
2059 else if (item->type == ROD || item->type == HORN) 1836 else if (item->type == ROD || item->type == HORN)
2060 { 1837 {
2210 * 0 otherwise 1987 * 0 otherwise
2211 */ 1988 */
2212static int 1989static int
2213player_attack_door (object *op, object *door) 1990player_attack_door (object *op, object *door)
2214{ 1991{
2215
2216 /* If its a door, try to find a use a key. If we do destroy the door, 1992 /* 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 - 1993 * might as well return immediately as there is nothing more to do -
2218 * otherwise, we fall through to the rest of the code. 1994 * otherwise, we fall through to the rest of the code.
2219 */ 1995 */
2220 object *key = find_key (op, op, door); 1996 object *key = find_key (op, op, door);
2258 * It should keep the code cleaner. 2034 * It should keep the code cleaner.
2259 * When this is called, the players direction has been updated 2035 * When this is called, the players direction has been updated
2260 * (taking into account confusion.) The player is also actually 2036 * (taking into account confusion.) The player is also actually
2261 * going to try and move (not fire weapons). 2037 * going to try and move (not fire weapons).
2262 */ 2038 */
2263
2264void 2039void
2265move_player_attack (object *op, int dir) 2040move_player_attack (object *op, int dir)
2266{ 2041{
2267 object *tmp, *mon; 2042 object *tmp, *mon;
2268 sint16 nx, ny; 2043 sint16 nx, ny;
2270 maptile *m; 2045 maptile *m;
2271 2046
2272 nx = freearr_x[dir] + op->x; 2047 nx = freearr_x[dir] + op->x;
2273 ny = freearr_y[dir] + op->y; 2048 ny = freearr_y[dir] + op->y;
2274 2049
2275 on_battleground = op_on_battleground (op, NULL, NULL); 2050 on_battleground = op_on_battleground (op, 0, 0);
2276 2051
2277 /* If braced, or can't move to the square, and it is not out of the 2052 /* 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 2053 * 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 2054 * 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 2055 * player. This is a pretty nasty hack, because if we could
2292 return; /* Don't think this should happen */ 2067 return; /* Don't think this should happen */
2293 } 2068 }
2294 else 2069 else
2295 m = op->map; 2070 m = op->map;
2296 2071
2297 if ((tmp = get_map_ob (m, nx, ny)) == NULL) 2072 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2298 { 2073 {
2299 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ 2074 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2300 return; 2075 return;
2301 } 2076 }
2302 2077
2303 mon = NULL; 2078 mon = 0;
2304 /* Go through all the objects, and find ones of interest. Only stop if 2079 /* 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. 2080 * 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 2081 * if its a door or barrel (can roll) see if there may be monsters
2307 * on the space 2082 * on the space
2308 */ 2083 */
2309 while (tmp != NULL) 2084 while (tmp)
2310 { 2085 {
2311 if (tmp == op) 2086 if (tmp == op)
2312 { 2087 {
2313 tmp = tmp->above; 2088 tmp = tmp->above;
2314 continue; 2089 continue;
2324 mon = tmp; 2099 mon = tmp;
2325 2100
2326 tmp = tmp->above; 2101 tmp = tmp->above;
2327 } 2102 }
2328 2103
2329 if (mon == NULL) /* This happens anytime the player tries to move */ 2104 if (!mon) /* This happens anytime the player tries to move */
2330 return; /* into a wall */ 2105 return; /* into a wall */
2331 2106
2332 if (mon->head != NULL) 2107 if (mon->head)
2333 mon = mon->head; 2108 mon = mon->head;
2334 2109
2335 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2110 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2336 if (player_attack_door (op, mon)) 2111 if (player_attack_door (op, mon))
2337 return; 2112 return;
2374 * attack them either. 2149 * attack them either.
2375 */ 2150 */
2376 if ((mon->type == PLAYER || mon->enemy != op) && 2151 if ((mon->type == PLAYER || mon->enemy != op) &&
2377 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2152 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2378#ifdef PROHIBIT_PLAYERKILL 2153#ifdef PROHIBIT_PLAYERKILL
2379 (op->contr->peaceful 2154 (op->contr->peaceful
2380 || (mon->type == PLAYER 2155 || (mon->type == PLAYER
2381 && mon->contr-> 2156 && mon->contr->
2382 peaceful)) && 2157 peaceful)) &&
2383#else 2158#else
2384 op->contr->peaceful && 2159 op->contr->peaceful &&
2385#endif 2160#endif
2386 !on_battleground)) 2161 !on_battleground))
2387 { 2162 {
2388 if (!op->contr->braced) 2163 if (!op->contr->braced)
2389 { 2164 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2391 (void) push_ob (mon, dir, op); 2166 (void) push_ob (mon, dir, op);
2392 } 2167 }
2393 else 2168 else
2394 {
2395 new_draw_info (0, 0, op, "You withhold your attack"); 2169 new_draw_info (0, 0, op, "You withhold your attack");
2396 } 2170
2397 if (op->contr->tmp_invis || op->hide) 2171 if (op->contr->tmp_invis || op->hide)
2398 make_visible (op); 2172 make_visible (op);
2399 } 2173 }
2400 2174
2401 /* If the object is a boulder or other rollable object, then 2175 /* If the object is a boulder or other rollable object, then
2429 op->speed_left += op->speed / op->contr->weapon_sp; 2203 op->speed_left += op->speed / op->contr->weapon_sp;
2430 2204
2431 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2205 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2432 } 2206 }
2433 2207
2434 skill_attack (mon, op, 0, NULL, NULL); 2208 skill_attack (mon, op, 0, 0, 0);
2435 2209
2436 /* If attacking another player, that player gets automatic 2210 /* If attacking another player, that player gets automatic
2437 * hitback, and doesn't loose luck either. 2211 * hitback, and doesn't loose luck either.
2438 * Disable hitback on the battleground or if the target is 2212 * Disable hitback on the battleground or if the target is
2439 * the wiz. 2213 * the wiz.
2441 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) 2215 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2442 { 2216 {
2443 short luck = mon->stats.luck; 2217 short luck = mon->stats.luck;
2444 2218
2445 mon->contr->has_hit = 1; 2219 mon->contr->has_hit = 1;
2446 skill_attack (op, mon, 0, NULL, NULL); 2220 skill_attack (op, mon, 0, 0, 0);
2447 mon->stats.luck = luck; 2221 mon->stats.luck = luck;
2448 } 2222 }
2223
2449 if (action_makes_visible (op)) 2224 if (action_makes_visible (op))
2450 make_visible (op); 2225 make_visible (op);
2451 } 2226 }
2452 } /* if player should attack something */ 2227 } /* if player should attack something */
2453} 2228}
2488 2263
2489 /* Add special check for newcs players and fire on - this way, the 2264 /* Add special check for newcs players and fire on - this way, the
2490 * server can handle repeat firing. 2265 * server can handle repeat firing.
2491 */ 2266 */
2492 if (op->contr->fire_on || (op->contr->run_on && pick != 0)) 2267 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2493 {
2494 op->direction = dir; 2268 op->direction = dir;
2495 }
2496 else 2269 else
2497 {
2498 op->direction = 0; 2270 op->direction = 0;
2499 } 2271
2500 /* Update how the player looks. Use the facing, so direction may 2272 /* Update how the player looks. Use the facing, so direction may
2501 * get reset to zero. This allows for full animation capabilities 2273 * get reset to zero. This allows for full animation capabilities
2502 * for players. 2274 * for players.
2503 */ 2275 */
2504 animate_object (op, op->facing); 2276 animate_object (op, op->facing);
2557 /* call this here - we also will call this in do_ericserver, but 2329 /* call this here - we also will call this in do_ericserver, but
2558 * the players time has been increased when doericserver has been 2330 * the players time has been increased when doericserver has been
2559 * called, so we recheck it here. 2331 * called, so we recheck it here.
2560 */ 2332 */
2561 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2333 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2562 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2334 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2563 ; 2335 ;
2564 2336
2565 if (op->speed_left < 0) 2337 if (op->speed_left < 0)
2566 return 0; 2338 return 0;
2567 2339
2606 op->stats.hp = op->stats.maxhp; 2378 op->stats.hp = op->stats.maxhp;
2607 2379
2608 if (op->stats.food < 0) 2380 if (op->stats.food < 0)
2609 op->stats.food = 999; 2381 op->stats.food = 999;
2610 2382
2611 fix_player (op); 2383 op->update_stats ();
2612 return 1; 2384 return 1;
2613 } 2385 }
2614 2386
2615 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2387 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2616 CLEAR_FLAG (op, FLAG_LIFESAVE); 2388 CLEAR_FLAG (op, FLAG_LIFESAVE);
2646 remove_unpaid_objects (op->inv, env); 2418 remove_unpaid_objects (op->inv, env);
2647 2419
2648 op = next; 2420 op = next;
2649 } 2421 }
2650} 2422}
2651
2652 2423
2653/* 2424/*
2654 * Returns pointer a static string containing gravestone text 2425 * Returns pointer a static string containing gravestone text
2655 * Moved from apply.c to player.c - player.c is what 2426 * Moved from apply.c to player.c - player.c is what
2656 * actually uses this function. player.c may not be quite the 2427 * actually uses this function. player.c may not be quite the
2690 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2691 strcat (buf2, buf); 2462 strcat (buf2, buf);
2692 2463
2693 return buf2; 2464 return buf2;
2694} 2465}
2695
2696
2697 2466
2698void 2467void
2699do_some_living (object *op) 2468do_some_living (object *op)
2700{ 2469{
2701 int last_food = op->stats.food; 2470 int last_food = op->stats.food;
2710 const int max_grace = 1; 2479 const int max_grace = 1;
2711 2480
2712 if (op->contr->outputs_sync) 2481 if (op->contr->outputs_sync)
2713 { 2482 {
2714 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2483 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) 2484 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]); 2485 flush_output_element (op, &op->contr->outputs[i]);
2717 } 2486 }
2718 2487
2719 if (op->contr->state == ST_PLAYING) 2488 if (op->contr->ns->state == ST_PLAYING)
2720 { 2489 {
2721
2722 /* these next three if clauses make it possible to SLOW DOWN 2490 /* these next three if clauses make it possible to SLOW DOWN
2723 hp/grace/spellpoint regeneration. */ 2491 hp/grace/spellpoint regeneration. */
2724 if (op->contr->gen_hp >= 0) 2492 if (op->contr->gen_hp >= 0)
2725 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2493 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2726 else 2494 else
2727 { 2495 {
2728 gen_hp = op->stats.maxhp; 2496 gen_hp = op->stats.maxhp;
2729 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2497 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2730 } 2498 }
2499
2731 if (op->contr->gen_sp >= 0) 2500 if (op->contr->gen_sp >= 0)
2732 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2501 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2733 else 2502 else
2734 { 2503 {
2735 gen_sp = op->stats.maxsp; 2504 gen_sp = op->stats.maxsp;
2736 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2505 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2737 } 2506 }
2507
2738 if (op->contr->gen_grace >= 0) 2508 if (op->contr->gen_grace >= 0)
2739 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2509 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2740 else 2510 else
2741 { 2511 {
2742 gen_grace = op->stats.maxgrace; 2512 gen_grace = op->stats.maxgrace;
2758 op->stats.food += op->contr->digestion; 2528 op->stats.food += op->contr->digestion;
2759 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2760 op->stats.food = last_food; 2530 op->stats.food = last_food;
2761 } 2531 }
2762 } 2532 }
2533
2763 if (max_sp > 1) 2534 if (max_sp > 1)
2764 { 2535 {
2765 over_sp = (gen_sp + 10) / rate_sp; 2536 over_sp = (gen_sp + 10) / rate_sp;
2766 if (over_sp > 0) 2537 if (over_sp > 0)
2767 { 2538 {
2768 if (op->stats.sp < op->stats.maxsp) 2539 if (op->stats.sp < op->stats.maxsp)
2769 { 2540 {
2770 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2541 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2542
2771 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2543 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2772 op->stats.sp--; 2544 op->stats.sp--;
2545
2773 if (op->stats.sp > op->stats.maxsp) 2546 if (op->stats.sp > op->stats.maxsp)
2774 op->stats.sp = op->stats.maxsp; 2547 op->stats.sp = op->stats.maxsp;
2775 } 2548 }
2776 op->last_sp = 0; 2549 op->last_sp = 0;
2777 } 2550 }
2778 else 2551 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2552 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2553 }
2783 else 2554 else
2784 {
2785 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2786 }
2787 } 2556 }
2788 2557
2789 /* Regenerate Grace */ 2558 /* Regenerate Grace */
2790 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2559 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2791 if (--op->last_grace < 0) 2560 if (--op->last_grace < 0)
2792 { 2561 {
2793 if (op->stats.grace < op->stats.maxgrace / 2) 2562 if (op->stats.grace < op->stats.maxgrace / 2)
2794 op->stats.grace++; /* no penalty in food for regaining grace */ 2563 op->stats.grace++; /* no penalty in food for regaining grace */
2564
2795 if (max_grace > 1) 2565 if (max_grace > 1)
2796 { 2566 {
2797 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2567 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2798 if (over_grace > 0) 2568 if (over_grace > 0)
2799 { 2569 {
2827 op->stats.food += op->contr->digestion; 2597 op->stats.food += op->contr->digestion;
2828 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2598 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2829 op->stats.food = last_food; 2599 op->stats.food = last_food;
2830 } 2600 }
2831 } 2601 }
2602
2832 if (max_hp > 1) 2603 if (max_hp > 1)
2833 { 2604 {
2834 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2605 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2835 if (over_hp > 0) 2606 if (over_hp > 0)
2836 { 2607 {
2860 2631
2861 if (op->contr->gen_hp > 0) 2632 if (op->contr->gen_hp > 0)
2862 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2633 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2863 else 2634 else
2864 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2635 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2636
2865 /* dms do not consume food */ 2637 /* dms do not consume food */
2866 if (!QUERY_FLAG (op, FLAG_WIZ)) 2638 if (!QUERY_FLAG (op, FLAG_WIZ))
2867 op->stats.food--; 2639 op->stats.food--;
2868 } 2640 }
2869 }
2870 2641
2871 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2642 if (op->stats.food < 0 && op->stats.hp >= 0)
2872 { 2643 {
2873 object *tmp, *flesh = NULL; 2644 object *tmp, *flesh = 0;
2874 2645
2875 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2646 for (tmp = op->inv; tmp; tmp = tmp->below)
2876 { 2647 {
2877 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2648 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2878 {
2879 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2880 { 2649 {
2650 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2651 {
2881 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2652 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2882 manual_apply (op, tmp, 0); 2653 manual_apply (op, tmp, 0);
2883 if (op->stats.food >= 0 || op->stats.hp < 0) 2654 if (op->stats.food >= 0 || op->stats.hp < 0)
2884 break; 2655 break;
2885 } 2656 }
2886 else if (tmp->type == FLESH) 2657 else if (tmp->type == FLESH)
2887 flesh = tmp; 2658 flesh = tmp;
2888 } /* End if paid for object */ 2659 } /* End if paid for object */
2889 } /* end of for loop */ 2660 } /* end of for loop */
2661
2890 /* If player is still starving, it means they don't have any food, so 2662 /* If player is still starving, it means they don't have any food, so
2891 * eat flesh instead. 2663 * eat flesh instead.
2892 */ 2664 */
2893 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2665 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2894 { 2666 {
2895 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2896 manual_apply (op, flesh, 0); 2668 manual_apply (op, flesh, 0);
2897 } 2669 }
2898 } /* end if player is starving */ 2670 }
2899 2671
2900 while (op->stats.food < 0 && op->stats.hp > 0) 2672 while (op->stats.food < 0 && op->stats.hp >= 0)
2901 op->stats.food++, op->stats.hp--; 2673 op->stats.food++, op->stats.hp--;
2902 2674
2903 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2675 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2904 kill_player (op); 2676 kill_player (op);
2677 }
2905} 2678}
2906
2907
2908 2679
2909/* If the player should die (lack of hp, food, etc), we call this. 2680/* If the player should die (lack of hp, food, etc), we call this.
2910 * op is the player in jeopardy. If the player can not be saved (not 2681 * op is the player in jeopardy. If the player can not be saved (not
2911 * permadeath, no lifesave), this will take care of removing the player 2682 * permadeath, no lifesave), this will take care of removing the player
2912 * file. 2683 * file.
3019 x = op->x; 2790 x = op->x;
3020 y = op->y; 2791 y = op->y;
3021 map = op->map; 2792 map = op->map;
3022 2793
3023 2794
3024 if (settings.not_permadeth == TRUE)
3025 {
3026 /* NOT_PERMADEATH code. This basically brings the character back to 2795 /* NOT_PERMADEATH code. This basically brings the character back to
3027 * life if they are dead - it takes some exp and a random stat. 2796 * life if they are dead - it takes some exp and a random stat.
3028 * See the config.h file for a little more in depth detail about this. 2797 * See the config.h file for a little more in depth detail about this.
3029 */ 2798 */
3030 2799
3031 /* Basically two ways to go - remove a stat permanently, or just 2800 /* Basically two ways to go - remove a stat permanently, or just
3032 * make it depletion. This bunch of code deals with that aspect 2801 * make it depletion. This bunch of code deals with that aspect
3033 * of death. 2802 * of death.
3034 */ 2803 */
3035#ifndef COZY_SERVER 2804#ifndef COZY_SERVER
3036 if (settings.balanced_stat_loss) 2805 if (settings.balanced_stat_loss)
3037 { 2806 {
3038 /* If stat loss is permanent, lose one stat only. */ 2807 /* If stat loss is permanent, lose one stat only. */
3039 /* Lower level chars don't lose as many stats because they suffer 2808 /* Lower level chars don't lose as many stats because they suffer
3040 more if they do. */ 2809 more if they do. */
3041 /* Higher level characters can afford things such as potions of 2810 /* Higher level characters can afford things such as potions of
3042 restoration, or better, stat potions. So we slug them that 2811 restoration, or better, stat potions. So we slug them that
3043 little bit harder. */ 2812 little bit harder. */
3044 /* GD */ 2813 /* GD */
3045 if (settings.stat_loss_on_death) 2814 if (settings.stat_loss_on_death)
3046 num_stats_lose = 1; 2815 num_stats_lose = 1;
3047 else
3048 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3049 }
3050 else 2816 else
3051 { 2817 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2818 }
2819 else
2820 {
3052 num_stats_lose = 1; 2821 num_stats_lose = 1;
3053 } 2822 }
3054 lost_a_stat = 0; 2823 lost_a_stat = 0;
3055 2824
3056 for (z = 0; z < num_stats_lose; z++) 2825 for (z = 0; z < num_stats_lose; z++)
3057 { 2826 {
3058 i = RANDOM () % NUM_STATS; 2827 i = RANDOM () % NUM_STATS;
3059 2828
3060 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3061 { 2830 {
3062 /* Pick a random stat and take a point off it. Tell the player 2831 /* Pick a random stat and take a point off it. Tell the player
3063 * what he lost. 2832 * what he lost.
3064 */ 2833 */
3065 change_attr_value (&(op->stats), i, -1); 2834 change_attr_value (&(op->stats), i, -1);
3066 check_stat_bounds (&(op->stats)); 2835 check_stat_bounds (&(op->stats));
3067 change_attr_value (&(op->contr->orig_stats), i, -1); 2836 change_attr_value (&(op->contr->orig_stats), i, -1);
3068 check_stat_bounds (&(op->contr->orig_stats)); 2837 check_stat_bounds (&(op->contr->orig_stats));
3069 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3070 lost_a_stat = 1; 2839 lost_a_stat = 1;
2840 }
2841 else
2842 {
2843 /* deplete a stat */
2844 archetype *deparch = archetype::find ("depletion");
2845 object *dep;
2846
2847 dep = present_arch_in_ob (deparch, op);
2848 if (!dep)
2849 {
2850 dep = arch_to_object (deparch);
2851 insert_ob_in_ob (dep, op);
3071 } 2852 }
3072 else 2853 lose_this_stat = 1;
2854 if (settings.balanced_stat_loss)
3073 { 2855 {
3074 /* deplete a stat */ 2856 /* GD */
3075 archetype *deparch = archetype::find ("depletion"); 2857 /* Get the stat that we're about to deplete. */
3076 object *dep; 2858 this_stat = get_attr_value (&(dep->stats), i);
3077 2859 if (this_stat < 0)
3078 dep = present_arch_in_ob (deparch, op);
3079 if (!dep)
3080 { 2860 {
3081 dep = arch_to_object (deparch); 2861 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3082 insert_ob_in_ob (dep, op); 2862 int keep_chance = this_stat * this_stat;
3083 } 2863
3084 lose_this_stat = 1; 2864 /* 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) 2865 if (keep_chance < 1)
2866 keep_chance = 1;
2867
2868 /* There is a maximum depletion total per level. */
2869 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3091 { 2870 {
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; 2871 lose_this_stat = 0;
3103 /* Take loss chance vs keep chance to see if we 2872 /* Take loss chance vs keep chance to see if we
3104 retain the stat. */ 2873 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 } 2874 }
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 */ 2875 else
3126 if (this_stat >= -50)
3127 { 2876 {
3128 change_attr_value (&(dep->stats), i, -1); 2877 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; 2878 lose_this_stat = 0;
2879 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2880 this_stat, keep_chance, loss_chance,
2881 lose_this_stat?"LOSE":"KEEP"); */
3133 } 2882 }
3134 } 2883 }
3135 } 2884 }
2885
2886 if (lose_this_stat)
2887 {
2888 this_stat = get_attr_value (&(dep->stats), i);
2889 /* We could try to do something clever like find another
2890 * stat to reduce if this fails. But chances are, if
2891 * stats have been depleted to -50, all are pretty low
2892 * and should be roughly the same, so it shouldn't make a
2893 * difference.
2894 */
2895 if (this_stat >= -50)
2896 {
2897 change_attr_value (&(dep->stats), i, -1);
2898 SET_FLAG (dep, FLAG_APPLIED);
2899 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2900 op->update_stats ();
2901 lost_a_stat = 1;
2902 }
3136 } 2903 }
2904 }
2905 }
3137 /* If no stat lost, tell the player. */ 2906 /* If no stat lost, tell the player. */
3138 if (!lost_a_stat) 2907 if (!lost_a_stat)
3139 { 2908 {
3140 /* determine_god() seems to not work sometimes... why is this? 2909 /* determine_god() seems to not work sometimes... why is this?
3141 Should I be using something else? GD */ 2910 Should I be using something else? GD */
3142 const char *god = determine_god (op); 2911 const char *god = determine_god (op);
3143 2912
3144 if (god && (strcmp (god, "none"))) 2913 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); 2914 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3146 else 2915 else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2916 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3148 } 2917 }
3149#else 2918#else
3150 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2919 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3151#endif 2920#endif
3152 2921
3153 /* Put a gravestone up where the character 'almost' died. List the 2922 /* Put a gravestone up where the character 'almost' died. List the
3154 * exp loss on the stone. 2923 * exp loss on the stone.
3155 */ 2924 */
3156 tmp = arch_to_object (archetype::find ("gravestone")); 2925 tmp = arch_to_object (archetype::find ("gravestone"));
3157 sprintf (buf, "%s's gravestone", &op->name); 2926 sprintf (buf, "%s's gravestone", &op->name);
3158 tmp->name = buf; 2927 tmp->name = buf;
3159 sprintf (buf, "%s's gravestones", &op->name); 2928 sprintf (buf, "%s's gravestones", &op->name);
3160 tmp->name_pl = buf; 2929 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); 2930 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3162 tmp->msg = buf; 2931 tmp->msg = buf;
3163 tmp->x = op->x, tmp->y = op->y; 2932 tmp->x = op->x, tmp->y = op->y;
3164 insert_ob_in_map (tmp, op->map, NULL, 0); 2933 insert_ob_in_map (tmp, op->map, NULL, 0);
3165 2934
3166 /**************************************/ 2935 /**************************************/
3167 /* */ 2936 /* */
3168 /* Subtract the experience points, */ 2937 /* Subtract the experience points, */
3169 /* if we died cause of food, give us */ 2938 /* if we died cause of food, give us */
3170 /* food, and reset HP's... */ 2939 /* food, and reset HP's... */
3171 /* */ 2940 /* */
3172 /**************************************/ 2941 /**************************************/
3173 2942
3174 /* remove any poisoning and confusion the character may be suffering. */ 2943 /* remove any poisoning and confusion the character may be suffering. */
3175 /* restore player */ 2944 /* restore player */
3176 at = archetype::find ("poisoning"); 2945 at = archetype::find ("poisoning");
3177 tmp = present_arch_in_ob (at, op); 2946 tmp = present_arch_in_ob (at, op);
3178 2947
3179 if (tmp) 2948 if (tmp)
3180 { 2949 {
3181 tmp->destroy (); 2950 tmp->destroy ();
3182 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2951 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3183 } 2952 }
3184 2953
3185 at = archetype::find ("confusion"); 2954 at = archetype::find ("confusion");
3186 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3187 if (tmp) 2956 if (tmp)
3188 { 2957 {
3189 tmp->destroy (); 2958 tmp->destroy ();
3190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3191 } 2960 }
3192 2961
3193 cure_disease (op, 0); /* remove any disease */ 2962 cure_disease (op, 0); /* remove any disease */
3194 2963
3195 /*add_exp(op, (op->stats.exp * -0.20)); */ 2964 /*add_exp(op, (op->stats.exp * -0.20)); */
3196 apply_death_exp_penalty (op); 2965 apply_death_exp_penalty (op);
3197 if (op->stats.food < 100) 2966 if (op->stats.food < 100)
3198 op->stats.food = 900; 2967 op->stats.food = 900;
3199 op->stats.hp = op->stats.maxhp; 2968 op->stats.hp = op->stats.maxhp;
3200 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2969 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3201 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2970 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3202 2971
3203 /* 2972 /*
3204 * Check to see if the player is in a shop. IF so, then check to see if 2973 * Check to see if the player is in a shop. IF so, then check to see if
3205 * the player has any unpaid items. If so, remove them and put them back 2974 * the player has any unpaid items. If so, remove them and put them back
3206 * in the map. 2975 * in the map.
3207 */ 2976 */
3208 2977
3209 if (is_in_shop (op)) 2978 if (is_in_shop (op))
3210 remove_unpaid_objects (op->inv, op); 2979 remove_unpaid_objects (op->inv, op);
3211 2980
3212 /****************************************/ 2981 /****************************************/
3213 /* */ 2982 /* */
3214 /* Move player to his current respawn- */ 2983 /* Move player to his current respawn- */
3215 /* position (usually last savebed) */ 2984 /* position (usually last savebed) */
3216 /* */ 2985 /* */
3217 /****************************************/ 2986 /****************************************/
3218 2987
3219 enter_player_savebed (op); 2988 enter_player_savebed (op);
3220 2989
3221 /* Save the player before inserting the force to reduce 2990 /* Save the player before inserting the force to reduce
3222 * chance of abuse. 2991 * chance of abuse.
3223 */ 2992 */
3224 op->contr->braced = 0; 2993 op->contr->braced = 0;
3225 save_player (op, 1); 2994 op->contr->save ();
3226 2995
3227 /* it is possible that the player has blown something up 2996 /* it is possible that the player has blown something up
3228 * at his savebed location, and that can have long lasting 2997 * at his savebed location, and that can have long lasting
3229 * spell effects. So first see if there is a spell effect 2998 * spell effects. So first see if there is a spell effect
3230 * on the space that might harm the player. 2999 * on the space that might harm the player.
3231 */ 3000 */
3232 will_kill_again = 0; 3001 will_kill_again = 0;
3233 for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) 3002 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3234 if (tmp->type == SPELL_EFFECT) 3003 if (tmp->type == SPELL_EFFECT)
3235 will_kill_again |= tmp->attacktype; 3004 will_kill_again |= tmp->attacktype;
3236 3005
3237 if (will_kill_again) 3006 if (will_kill_again)
3238 { 3007 {
3239 object *force; 3008 object *force;
3240 int at; 3009 int at;
3241 3010
3242 force = get_archetype (FORCE_NAME); 3011 force = get_archetype (FORCE_NAME);
3243 /* 50 ticks should be enough time for the spell to abate */ 3012 /* 50 ticks should be enough time for the spell to abate */
3244 force->speed = 0.1; 3013 force->speed = 0.1;
3245 force->speed_left = -5.0; 3014 force->speed_left = -5.0;
3246 SET_FLAG (force, FLAG_APPLIED); 3015 SET_FLAG (force, FLAG_APPLIED);
3247 for (at = 0; at < NROFATTACKS; at++) 3016 for (at = 0; at < NROFATTACKS; at++)
3248 if (will_kill_again & (1 << at)) 3017 if (will_kill_again & (1 << at))
3249 force->resist[at] = 100; 3018 force->resist[at] = 100;
3250 3019
3251 insert_ob_in_ob (force, op); 3020 insert_ob_in_ob (force, op);
3252 fix_player (op); 3021 op->update_stats ();
3253 3022
3254 } 3023 }
3255 3024
3256 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3025 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} 3026}
3325
3326 3027
3327void 3028void
3328loot_object (object *op) 3029loot_object (object *op)
3329{ /* Grab and destroy some treasure */ 3030{ /* Grab and destroy some treasure */
3330 object *tmp, *tmp2, *next; 3031 object *tmp, *tmp2, *next;
3331 3032
3332 if (op->container) 3033 if (op->container)
3333 { /* close open sack first */
3334 esrv_apply_container (op, op->container); 3034 esrv_apply_container (op, op->container); /* close open sack first */
3335 }
3336 3035
3337 for (tmp = op->inv; tmp != NULL; tmp = next) 3036 for (tmp = op->inv; tmp; tmp = next)
3338 { 3037 {
3339 next = tmp->below; 3038 next = tmp->below;
3340 if (tmp->type == EXPERIENCE || tmp->invisible) 3039
3040 if (tmp->invisible)
3341 continue; 3041 continue;
3042
3342 tmp->remove (); 3043 tmp->remove ();
3343 tmp->x = op->x, tmp->y = op->y; 3044 tmp->x = op->x, tmp->y = op->y;
3344 if (tmp->type == CONTAINER) 3045 if (tmp->type == CONTAINER)
3345 { /* empty container to ground */ 3046 { /* empty container to ground */
3346 loot_object (tmp); 3047 loot_object (tmp);
3368 */ 3069 */
3369 3070
3370void 3071void
3371fix_weight (void) 3072fix_weight (void)
3372{ 3073{
3373 player *pl;
3374
3375 for (pl = first_player; pl != NULL; pl = pl->next) 3074 for (player *pl = first_player; pl; pl = pl->next)
3376 { 3075 {
3377 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3076 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3378 3077
3379 if (old == sum) 3078 if (old == sum)
3380 continue; 3079 continue;
3381 fix_player (pl->ob); 3080 pl->ob->update_stats ();
3382 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3081 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3383 } 3082 }
3384} 3083}
3385 3084
3386void 3085void
3387fix_luck (void) 3086fix_luck (void)
3388{ 3087{
3389 player *pl;
3390
3391 for (pl = first_player; pl != NULL; pl = pl->next) 3088 for (player *pl = first_player; pl; pl = pl->next)
3392 if (!pl->ob->contr->state) 3089 if (!pl->ob->contr->ns->state)
3393 change_luck (pl->ob, 0); 3090 pl->ob->change_luck (0);
3394} 3091}
3395
3396 3092
3397/* cast_dust() - handles op throwing objects of type 'DUST'. 3093/* cast_dust() - handles op throwing objects of type 'DUST'.
3398 * This is much simpler in the new spell code - we basically 3094 * This is much simpler in the new spell code - we basically
3399 * just treat this as any other spell casting object. 3095 * just treat this as any other spell casting object.
3400 */ 3096 */
3401
3402void 3097void
3403cast_dust (object *op, object *throw_ob, int dir) 3098cast_dust (object *op, object *throw_ob, int dir)
3404{ 3099{
3405 object *skop, *spob; 3100 object *skop, *spob;
3406 3101
3451 object *tmp = NULL; 3146 object *tmp = NULL;
3452 3147
3453 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3148 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3454 return 1; 3149 return 1;
3455 3150
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; 3151 return 0;
3462} 3152}
3463 3153
3464/* look at the surrounding terrain to determine 3154/* look at the surrounding terrain to determine
3465 * the hideability of this object. Positive levels 3155 * the hideability of this object. Positive levels
3580 if (mflags & P_OUT_OF_MAP) 3270 if (mflags & P_OUT_OF_MAP)
3581 continue; 3271 continue;
3582 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 3272 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3583 continue; 3273 continue;
3584 3274
3585 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 3275 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3586 { 3276 {
3587 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 3277 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3588 return 1; 3278 return 1;
3589 else if (tmp->type == PLAYER) 3279 else if (tmp->type == PLAYER)
3590 { 3280 {
3644 3334
3645 /* only the viewable area the player sees is updated by LOS 3335 /* only the viewable area the player sees is updated by LOS
3646 * code, so we need to restrict ourselves to that range of values 3336 * code, so we need to restrict ourselves to that range of values
3647 * for any meaningful values. 3337 * for any meaningful values.
3648 */ 3338 */
3649 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3339 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3650 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3340 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3651 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3341 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3652 return 1; 3342 return 1;
3653 op = op->more; 3343 op = op->more;
3654 } 3344 }
3655 return 0; 3345 return 0;
3656} 3346}
3842 { 3532 {
3843 /* forces in the treasurelist can alter the player's stats */ 3533 /* forces in the treasurelist can alter the player's stats */
3844 object *skin; 3534 object *skin;
3845 3535
3846 /* first get the dragon skin force */ 3536 /* first get the dragon skin force */
3537 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); 3538 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3539 ;
3540
3848 if (skin == NULL) 3541 if (!skin)
3849 return; 3542 return;
3850 3543
3851 /* adding new spellpath attunements */ 3544 /* adding new spellpath attunements */
3852 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3545 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3853 { 3546 {

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