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Comparing deliantra/server/server/player.C (file contents):
Revision 1.51 by root, Thu Dec 21 06:12:37 2006 UTC vs.
Revision 1.54 by root, Fri Dec 22 16:34:00 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 171void
204 * all the pointers so the caller doesn't need to do that. 172player::connect (client *ns)
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 173{
217 object *op = arch_to_object (get_player_archetype (0)); 174 this->ns = ns;
218 int i; 175 ns->pl = this;
219 176
220 /* Clears basically the entire player structure except 177 next = first_player;
221 * for next and socket. 178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 206 */
223 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
224 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244// send_rules (ob);//TODO
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248}
249
250// the need for this function can be explained
251// by load_object not returning the object
252void
253player::set_object (object *op)
254{
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267}
268
269player::player ()
270{
225 /* There are some elements we want initialized to non zero value - 271 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 272 * we deal with that below this point.
227 */ 273 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 274 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 275 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 276 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 277
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 278 assign (savebed_map, first_map_path); /* Init. respawn position */
239 279
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; 280 gen_sp_armour = 10;
258 p->last_speed = -1; 281 last_speed = -1;
259 p->shoottype = range_none; 282 shoottype = range_none;
260 p->bowtype = bow_normal; 283 bowtype = bow_normal;
261 p->petmode = pet_normal; 284 petmode = pet_normal;
262 p->listening = 10; 285 listening = 10;
263 p->usekeys = containers; 286 usekeys = containers;
264 p->last_weapon_sp = -1; 287 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 288 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 289 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);
273 290
274 /* we need to clear these to -1 and not zero - otherwise, 291 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 292 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 293 * send new values to the client, as things like exp start
277 * at zero. 294 * at zero.
278 */ 295 */
279 for (i = 0; i < NUM_SKILLS; i++) 296 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 297 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 298
285 for (i = 0; i < NROFATTACKS; i++) 299 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 300 last_resist[i] = -1;
287 301
288 p->last_stats.exp = -1; 302 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 303 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 304}
296 305
297/* This loads the first map an puts the player on it. */ 306player::~player ()
298static void
299set_first_map (object *op)
300{ 307{
301 strcpy (op->contr->maplevel, first_map_path); 308 terminate_all_pets (ob);
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344}
345
307/* Tries to add player on the connection passwd in ns. 346/* 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 347 * All we can really get in this is some settings like host and display
309 * mode. 348 * mode.
310 */ 349 */
311 350player *
312int 351player::create ()
313add_player (client *ns)
314{ 352{
315 player *p = new player; 353 player *pl = new player;
316 354
317 p->socket = ns; 355 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 356
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob);
326
327 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
328 add_friendly_object (p->ob);
329 send_rules (p->ob);
330 send_news (p->ob);
331 display_motd (p->ob);
332
333 get_name (p->ob);
334
335 return 0; 357 return pl;
336} 358}
337 359
338/* 360/*
339 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
446 * circling behaviour. Unfortunately, this function is also used to determined 468 * circling behaviour. Unfortunately, this function is also used to determined
447 * if the creature should cast a spell, so returning a direction in that case 469 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 470 * is probably not a good thing.
449 */ 471 */
450#define MAX_SPACES 50 472#define MAX_SPACES 50
451
452 473
453/* 474/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 475 * Returns the direction to the player, if valid. Returns 0 otherwise.
455 * modified to verify there is a path to the player. Does this by stepping towards 476 * modified to verify there is a path to the player. Does this by stepping towards
456 * player and if path is blocked then see if blockage is close enough to player that 477 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 716 /* Need to set up the skill pointers */
696 link_player_skills (pl); 717 link_player_skills (pl);
697} 718}
698 719
699void 720void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->state = ST_GET_NAME;
704 send_query (op->contr->socket, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->state = ST_GET_PASSWORD;
712 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
721 /* a bit of a hack, but there are various places early in th
722 * player creation process that a user can quit (eg, roll
723 * stats) that isn't removing the player. Taking a quick
724 * look, there are many places that call play_again without
725 * removing the player - it probably makes more sense
726 * to leave it to play_again to remove the object in all
727 * cases.
728 */
729 if (!QUERY_FLAG (op, FLAG_REMOVED))
730 op->remove ();
731
732 /* Need to set this to null - otherwise, it could point to garbage,
733 * and draw() doesn't check to see if the player is removed, only if
734 * the map is null or not swapped out.
735 */
736 op->map = NULL;
737}
738
739int
740receive_play_again (object *op, char key)
741{
742 if (key == 'q' || key == 'Q')
743 {
744 remove_friendly_object (op);
745 leave (op->contr, 0); /* ericserver will draw the message */
746 return 2;
747 }
748 else if (key == 'a' || key == 'A')
749 {
750 player *pl = op->contr;
751 shstr name = op->name;
752
753 op->contr = 0;
754 op->type = 0;
755 op->destroy (1);
756 pl = get_player (pl);
757 op = pl->ob;
758 add_friendly_object (op);
759 op->contr->password[0] = '~';
760 op->name = op->name_pl = 0;
761 /* Lets put a space in here */
762 new_draw_info (NDI_UNIQUE, 0, op, "\n");
763 get_name (op);
764 op->name = op->name_pl = name;
765 set_first_map (op);
766 }
767 else
768 /* user pressed something else so just ask again... */
769 play_again (op);
770
771 return 0;
772}
773
774void
775confirm_password (object *op)
776{
777
778 op->contr->write_buf[0] = '\0';
779 op->contr->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 721get_party_password (object *op, partylist *party)
785{ 722{
786 if (party == NULL) 723 if (party == NULL)
787 { 724 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 726 return;
790 } 727 }
728
791 op->contr->write_buf[0] = '\0'; 729 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 731 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 733}
796
797 734
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 735/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 736static int
800roll_stat (void) 737roll_stat (void)
801{ 738{
802 int a[4], i, j, k; 739 int a[4], i, j, k;
803 740
804 for (i = 0; i < 4; i++) 741 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 744 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 745 if (a[i] < k)
809 k = a[i], j = i; 746 k = a[i], j = i;
810 747
811 for (i = 0, k = 0; i < 4; i++) 748 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 749 if (i != j)
814 k += a[i]; 750 k += a[i];
815 } 751
816 return k; 752 return k;
817} 753}
818 754
819void 755void
820roll_stats (object *op) 756object::roll_stats ()
821{ 757{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 758 int statsort [7];
825 759
826 do 760 for (;;)
827 {
828 op->stats.Str = roll_stat ();
829 op->stats.Dex = roll_stat ();
830 op->stats.Int = roll_stat ();
831 op->stats.Con = roll_stat ();
832 op->stats.Wis = roll_stat ();
833 op->stats.Pow = roll_stat ();
834 op->stats.Cha = roll_stat ();
835 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
836 } 761 {
837 while (sum < 82 || sum > 116); 762 int sum = 0;
763 for (int i = 7; i--; )
764 sum += statsort [i] = roll_stat ();
838 765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
839 /* Sort the stats so that rerolling is easier... */ 770 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 771 std::sort (statsort, statsort + 7, std::greater<int>());
841 statsort[1] = op->stats.Dex;
842 statsort[2] = op->stats.Int;
843 statsort[3] = op->stats.Con;
844 statsort[4] = op->stats.Wis;
845 statsort[5] = op->stats.Pow;
846 statsort[6] = op->stats.Cha;
847 772
848 /* a quick and dirty bubblesort? */
849 do
850 {
851 if (statsort[i] < statsort[i + 1])
852 {
853 j = statsort[i];
854 statsort[i] = statsort[i + 1];
855 statsort[i + 1] = j;
856 i = 0;
857 }
858 else
859 {
860 i++;
861 }
862 }
863 while (i < 6);
864
865 op->stats.Str = statsort[0]; 773 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 774 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 775 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 776 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 777 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 778 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 779 stats.Cha = statsort[6];
872 780
873
874 op->contr->orig_stats.Str = op->stats.Str;
875 op->contr->orig_stats.Dex = op->stats.Dex;
876 op->contr->orig_stats.Int = op->stats.Int;
877 op->contr->orig_stats.Con = op->stats.Con;
878 op->contr->orig_stats.Wis = op->stats.Wis;
879 op->contr->orig_stats.Pow = op->stats.Pow;
880 op->contr->orig_stats.Cha = op->stats.Cha;
881
882 op->level = 1;
883 op->stats.exp = 0; 781 stats.exp = 0;
884 op->stats.ac = 0; 782 stats.ac = 0;
885 783
886 op->contr->levhp[1] = 9;
887 op->contr->levsp[1] = 6;
888 op->contr->levgrace[1] = 3;
889
890 fix_player (op);
891 op->stats.hp = op->stats.maxhp; 784 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 785 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
790 contr->levhp[1] = 9;
791 contr->levsp[1] = 6;
792 contr->levgrace[1] = 3;
793
894 op->contr->orig_stats = op->stats; 794 contr->orig_stats = stats;
795 }
895} 796}
896 797
897void 798void
898Roll_Again (object *op) 799object::swap_stats (int a, int b)
899{ 800{
900 esrv_new_player (op->contr, 0);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904
905void
906Swap_Stat (object *op, int Swap_Second)
907{
908 signed char tmp;
909 char buf[MAX_BUF];
910
911 if (op->contr->Swap_First == -1)
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 801 int tmp = get_attr_value (&contr->orig_stats, a);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 803 set_attr_value (&contr->orig_stats, b, tmp);
924 804
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 805 stats.Str = contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex; 806 stats.Dex = contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con; 807 stats.Con = contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int; 808 stats.Int = contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis; 809 stats.Wis = contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow; 810 stats.Pow = contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha; 811 stats.Cha = contr->orig_stats.Cha;
812
813 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats
934 op->stats.ac = 0; 815 stats.ac = 0;
935 816
936 op->level = 1; 817 level = 1;
937 op->stats.exp = 0; 818 stats.exp = 0;
938 op->stats.ac = 0; 819 stats.ac = 0;
939 820
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp; 821 stats.hp = stats.maxhp;
946 op->stats.sp = op->stats.maxsp; 822 stats.sp = stats.maxsp;
947 op->stats.grace = op->stats.maxgrace; 823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
948 op->contr->orig_stats = op->stats; 831 contr->orig_stats = stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 { 832 }
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf);
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
979 return 1;
980 }
981 switch (key)
982 {
983 case 'n':
984 case 'N':
985 {
986 SET_FLAG (op, FLAG_WIZ);
987 if (op->map == NULL)
988 {
989 LOG (llevError, "Map == NULL in state 2\n");
990 break;
991 }
992
993#if 0
994 /* So that enter_exit will put us at startx/starty */
995 op->x = -1;
996
997 enter_exit (op, NULL);
998#endif
999 SET_ANIMATION (op, 2); /* So player faces south */
1000 /* Enter exit adds a player otherwise */
1001 add_statbonus (op);
1002 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->state = ST_CHANGE_CLASS;
1005 if (op->msg)
1006 new_draw_info (NDI_BLUE, 0, op, op->msg);
1007 return 0;
1008 }
1009 case 'y':
1010 case 'Y':
1011 roll_stats (op);
1012 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1013 return 1;
1014
1015 case 'q':
1016 case 'Q':
1017 play_again (op);
1018 return 1;
1019
1020 default:
1021 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 833}
1026 834
1027/* This function takes the key that is passed, and does the 835/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 836 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 837 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 838 * separate race and class; this actually changes the RACE,
1031 * not the class. 839 * not the class.
1032 */ 840 */
1033
1034int 841int
1035key_change_class (object *op, char key) 842key_change_class (object *op, char key)
1036{ 843{
1037 int tmp_loop; 844 int tmp_loop;
1038 845
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 846 if (key == 'd' || key == 'D')
1046 { 847 {
1047 char buf[MAX_BUF]; 848 char buf[MAX_BUF];
1048 849
1049 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
1054 create_treasure (tl, op, 0, 0, 0); 855 create_treasure (tl, op, 0, 0, 0);
1055 856
1056 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, op->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, op->contr);
1058 859
1059 op->contr->state = ST_PLAYING; 860 op->contr->ns->state = ST_PLAYING;
1060 861
1061 if (op->msg) 862 if (op->msg)
1062 op->msg = NULL; 863 op->msg = NULL;
1063 864
1064 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
1073 start_info (op); 874 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 875 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 876 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 877 link_player_skills (op);
1077 esrv_send_inventory (op, op); 878 esrv_send_inventory (op, op);
1078 fix_player (op); 879 op->update_stats ();
1079 880
1080 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1081 * is one for this race 882 * is one for this race
1082 */ 883 */
1083 if (*first_map_ext_path) 884 if (*first_map_ext_path)
1109 while (!tmp_loop) 910 while (!tmp_loop)
1110 { 911 {
1111 shstr name = op->name; 912 shstr name = op->name;
1112 int x = op->x, y = op->y; 913 int x = op->x, y = op->y;
1113 914
1114 remove_statbonus (op); 915 op->remove_statbonus ();
1115 op->remove (); 916 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 917 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 918 op->arch->clone.copy_to (op);
1118 op->instantiate (); 919 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 920 op->stats = op->contr->orig_stats;
1121 op->x = x; 922 op->x = x;
1122 op->y = y; 923 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 924 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 925 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 926 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 927 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 928 tmp_loop = allowed_class (op);
1128 } 929 }
1129 930
1130 update_object (op, UP_OBJ_FACE); 931 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 932 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 933 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 936 op->stats.grace = 0;
1136 937
1137 if (op->msg) 938 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 939 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 940
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1141 return 0; 942 return 0;
1142} 943}
1143 944
1144int 945int
1145key_confirm_quit (object *op, char key) 946key_confirm_quit (object *op, char key)
1146{ 947{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 949 {
1151 op->contr->state = ST_PLAYING; 950 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 952 return 1;
1154 } 953 }
1155 954
1156 INVOKE_PLAYER (LOGOUT, op->contr); 955 INVOKE_PLAYER (LOGOUT, op->contr);
1161 op->direction = 0; 960 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 962
1164 strcpy (op->contr->killer, "quit"); 963 strcpy (op->contr->killer, "quit");
1165 check_score (op); 964 check_score (op);
1166 op->contr->party = NULL; 965 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 966 op->contr->own_title[0] = '\0';
1169 967
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 968 object_ptr ob = op;
1171 {
1172 maptile *mp, *next;
1173 969
970 delete ob->contr;
971
1174 /* We need to hunt for any per player unique maps in memory and 972 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional, 973 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname 974 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */ 975 */
976 char buf[MAX_BUF];
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next) 978
1180 { 979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
1181 next = mp->next; 981 next = mp->next;
982
1182 if (!strncmp (mp->path, buf, strlen (buf))) 983 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp); 984 delete_map (mp);
1184 } 985 }
1185 986
1186 delete_character (op->name, 1); 987 delete_character (ob->name, 1);
1187 }
1188 988
1189 play_again (op);
1190 return 1; 989 return 1;
1191} 990}
1192 991
1193void 992void
1194flee_player (object *op) 993flee_player (object *op)
1884 arrow->y = sy; 1683 arrow->y = sy;
1885 1684
1886 if (op->type == PLAYER) 1685 if (op->type == PLAYER)
1887 { 1686 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1688 op->update_stats ();
1890 } 1689 }
1891 1690
1892 SET_ANIMATION (arrow, arrow->direction); 1691 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1693 arrow->stats.hp = arrow->stats.dam;
2554 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2355 * called, so we recheck it here.
2557 */ 2356 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ; 2359 ;
2561 2360
2562 if (op->speed_left < 0) 2361 if (op->speed_left < 0)
2563 return 0; 2362 return 0;
2564 2363
2603 op->stats.hp = op->stats.maxhp; 2402 op->stats.hp = op->stats.maxhp;
2604 2403
2605 if (op->stats.food < 0) 2404 if (op->stats.food < 0)
2606 op->stats.food = 999; 2405 op->stats.food = 999;
2607 2406
2608 fix_player (op); 2407 op->update_stats ();
2609 return 1; 2408 return 1;
2610 } 2409 }
2611 2410
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2712 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2511 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]); 2512 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2513 }
2715 2514
2716 if (op->contr->state == ST_PLAYING) 2515 if (op->contr->ns->state == ST_PLAYING)
2717 { 2516 {
2718 2517
2719 /* these next three if clauses make it possible to SLOW DOWN 2518 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2519 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2520 if (op->contr->gen_hp >= 0)
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2663 op->stats.food--;
2865 } 2664 }
2866 } 2665 }
2867 2666
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2667 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2668 {
2870 object *tmp, *flesh = NULL; 2669 object *tmp, *flesh = NULL;
2871 2670
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2873 { 2672 {
2895 } /* end if player is starving */ 2694 } /* end if player is starving */
2896 2695
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2696 while (op->stats.food < 0 && op->stats.hp > 0)
2898 op->stats.food++, op->stats.hp--; 2697 op->stats.food++, op->stats.hp--;
2899 2698
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2699 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0))
2901 kill_player (op); 2700 kill_player (op);
2902} 2701}
2903 2702
2904 2703
2905 2704
3016 x = op->x; 2815 x = op->x;
3017 y = op->y; 2816 y = op->y;
3018 map = op->map; 2817 map = op->map;
3019 2818
3020 2819
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2820 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2821 * life if they are dead - it takes some exp and a random stat.
3025 * See the config.h file for a little more in depth detail about this. 2822 * See the config.h file for a little more in depth detail about this.
3026 */ 2823 */
3027 2824
3028 /* Basically two ways to go - remove a stat permanently, or just 2825 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2826 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2827 * of death.
3031 */ 2828 */
3032#ifndef COZY_SERVER 2829#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2830 if (settings.balanced_stat_loss)
3034 { 2831 {
3035 /* If stat loss is permanent, lose one stat only. */ 2832 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2833 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2834 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2835 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2836 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2837 little bit harder. */
3041 /* GD */ 2838 /* GD */
3042 if (settings.stat_loss_on_death) 2839 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2840 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2841 else
3048 { 2842 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2843 }
2844 else
2845 {
3049 num_stats_lose = 1; 2846 num_stats_lose = 1;
3050 } 2847 }
3051 lost_a_stat = 0; 2848 lost_a_stat = 0;
3052 2849
3053 for (z = 0; z < num_stats_lose; z++) 2850 for (z = 0; z < num_stats_lose; z++)
3054 { 2851 {
3055 i = RANDOM () % NUM_STATS; 2852 i = RANDOM () % NUM_STATS;
3056 2853
3057 if (settings.stat_loss_on_death) 2854 if (settings.stat_loss_on_death)
3058 { 2855 {
3059 /* Pick a random stat and take a point off it. Tell the player 2856 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2857 * what he lost.
3061 */ 2858 */
3062 change_attr_value (&(op->stats), i, -1); 2859 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2860 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2861 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2862 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2863 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2864 lost_a_stat = 1;
2865 }
2866 else
2867 {
2868 /* deplete a stat */
2869 archetype *deparch = archetype::find ("depletion");
2870 object *dep;
2871
2872 dep = present_arch_in_ob (deparch, op);
2873 if (!dep)
2874 {
2875 dep = arch_to_object (deparch);
2876 insert_ob_in_ob (dep, op);
3068 } 2877 }
3069 else 2878 lose_this_stat = 1;
2879 if (settings.balanced_stat_loss)
3070 { 2880 {
3071 /* deplete a stat */ 2881 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2882 /* Get the stat that we're about to deplete. */
3073 object *dep; 2883 this_stat = get_attr_value (&(dep->stats), i);
3074 2884 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2885 {
3078 dep = arch_to_object (deparch); 2886 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2887 int keep_chance = this_stat * this_stat;
3080 } 2888
3081 lose_this_stat = 1; 2889 /* Yes, I am paranoid. Sue me. */
3082 if (settings.balanced_stat_loss)
3083 {
3084 /* GD */
3085 /* Get the stat that we're about to deplete. */
3086 this_stat = get_attr_value (&(dep->stats), i);
3087 if (this_stat < 0) 2890 if (keep_chance < 1)
2891 keep_chance = 1;
2892
2893 /* There is a maximum depletion total per level. */
2894 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2895 {
3089 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3090 int keep_chance = this_stat * this_stat;
3091
3092 /* Yes, I am paranoid. Sue me. */
3093 if (keep_chance < 1)
3094 keep_chance = 1;
3095
3096 /* There is a maximum depletion total per level. */
3097 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3098 {
3099 lose_this_stat = 0; 2896 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2897 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2898 retain the stat. */
3102 }
3103 else
3104 {
3105 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3106 lose_this_stat = 0;
3107 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3108 this_stat, keep_chance, loss_chance,
3109 lose_this_stat?"LOSE":"KEEP"); */
3110 }
3111 } 2899 }
3112 }
3113
3114 if (lose_this_stat)
3115 {
3116 this_stat = get_attr_value (&(dep->stats), i);
3117 /* We could try to do something clever like find another
3118 * stat to reduce if this fails. But chances are, if
3119 * stats have been depleted to -50, all are pretty low
3120 * and should be roughly the same, so it shouldn't make a
3121 * difference.
3122 */ 2900 else
3123 if (this_stat >= -50)
3124 { 2901 {
3125 change_attr_value (&(dep->stats), i, -1); 2902 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3126 SET_FLAG (dep, FLAG_APPLIED);
3127 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3128 fix_player (op);
3129 lost_a_stat = 1; 2903 lose_this_stat = 0;
2904 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2905 this_stat, keep_chance, loss_chance,
2906 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2907 }
3131 } 2908 }
3132 } 2909 }
2910
2911 if (lose_this_stat)
2912 {
2913 this_stat = get_attr_value (&(dep->stats), i);
2914 /* We could try to do something clever like find another
2915 * stat to reduce if this fails. But chances are, if
2916 * stats have been depleted to -50, all are pretty low
2917 * and should be roughly the same, so it shouldn't make a
2918 * difference.
2919 */
2920 if (this_stat >= -50)
2921 {
2922 change_attr_value (&(dep->stats), i, -1);
2923 SET_FLAG (dep, FLAG_APPLIED);
2924 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2925 op->update_stats ();
2926 lost_a_stat = 1;
2927 }
3133 } 2928 }
2929 }
2930 }
3134 /* If no stat lost, tell the player. */ 2931 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2932 if (!lost_a_stat)
3136 { 2933 {
3137 /* determine_god() seems to not work sometimes... why is this? 2934 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2935 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2936 const char *god = determine_god (op);
3140 2937
3141 if (god && (strcmp (god, "none"))) 2938 if (god && (strcmp (god, "none")))
3142 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2939 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2940 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2941 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2942 }
3146#else 2943#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2944 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2945#endif
3149 2946
3150 /* Put a gravestone up where the character 'almost' died. List the 2947 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2948 * exp loss on the stone.
3152 */ 2949 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2950 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2951 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2952 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2953 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2954 tmp->name_pl = buf;
3158 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); 2955 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
3159 tmp->msg = buf; 2956 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2957 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2958 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2959
3163 /**************************************/ 2960 /**************************************/
3164 /* */ 2961 /* */
3165 /* Subtract the experience points, */ 2962 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2963 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2964 /* food, and reset HP's... */
3168 /* */ 2965 /* */
3169 /**************************************/ 2966 /**************************************/
3170 2967
3171 /* remove any poisoning and confusion the character may be suffering. */ 2968 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2969 /* restore player */
3173 at = archetype::find ("poisoning"); 2970 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2971 tmp = present_arch_in_ob (at, op);
3175 2972
3176 if (tmp) 2973 if (tmp)
3177 { 2974 {
3178 tmp->destroy (); 2975 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2976 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2977 }
3181 2978
3182 at = archetype::find ("confusion"); 2979 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2980 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2981 if (tmp)
3185 { 2982 {
3186 tmp->destroy (); 2983 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2985 }
3189 2986
3190 cure_disease (op, 0); /* remove any disease */ 2987 cure_disease (op, 0); /* remove any disease */
3191 2988
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2989 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2990 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2991 if (op->stats.food < 100)
3195 op->stats.food = 900; 2992 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2993 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2994 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2995 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2996
3200 /* 2997 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2998 * Check to see if the player is in a shop. IF so, then check to see if
3202 * the player has any unpaid items. If so, remove them and put them back 2999 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 3000 * in the map.
3204 */ 3001 */
3205 3002
3206 if (is_in_shop (op)) 3003 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 3004 remove_unpaid_objects (op->inv, op);
3208 3005
3209 /****************************************/ 3006 /****************************************/
3210 /* */ 3007 /* */
3211 /* Move player to his current respawn- */ 3008 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 3009 /* position (usually last savebed) */
3213 /* */ 3010 /* */
3214 /****************************************/ 3011 /****************************************/
3215 3012
3216 enter_player_savebed (op); 3013 enter_player_savebed (op);
3217 3014
3218 /* Save the player before inserting the force to reduce 3015 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 3016 * chance of abuse.
3220 */ 3017 */
3221 op->contr->braced = 0; 3018 op->contr->braced = 0;
3222 save_player (op, 1); 3019 op->contr->save ();
3223 3020
3224 /* it is possible that the player has blown something up 3021 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 3022 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 3023 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 3024 * on the space that might harm the player.
3228 */ 3025 */
3229 will_kill_again = 0; 3026 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 3028 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 3029 will_kill_again |= tmp->attacktype;
3233 3030
3234 if (will_kill_again) 3031 if (will_kill_again)
3235 { 3032 {
3236 object *force; 3033 object *force;
3237 int at; 3034 int at;
3238 3035
3239 force = get_archetype (FORCE_NAME); 3036 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3037 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3038 force->speed = 0.1;
3242 force->speed_left = -5.0; 3039 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3040 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3041 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3042 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3043 force->resist[at] = 100;
3247 3044
3248 insert_ob_in_ob (force, op); 3045 insert_ob_in_ob (force, op);
3249 fix_player (op); 3046 op->update_stats ();
3250 3047
3251 } 3048 }
3252 3049
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3050 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3254 return;
3255 } /* NOT_PERMADETH */
3256 else
3257 {
3258 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3259 * should probably be embedded in an else statement.
3260 */
3261
3262 op->contr->party = NULL;
3263 if (settings.set_title == TRUE)
3264 op->contr->own_title[0] = '\0';
3265 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3266 check_score (op);
3267
3268 if (op->contr->ranges[range_golem])
3269 {
3270 remove_friendly_object (op->contr->ranges[range_golem]);
3271 op->contr->ranges[range_golem]->destroy ();
3272 op->contr->ranges[range_golem] = 0;
3273 }
3274
3275 loot_object (op); /* Remove some of the items for good */
3276 op->remove ();
3277 op->direction = 0;
3278
3279 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3280 {
3281 delete_character (op->name, 0);
3282 if (settings.resurrection == TRUE)
3283 {
3284 /* save playerfile sans equipment when player dies
3285 ** then save it as player.pl.dead so that future resurrection
3286 ** type spells will work on them nicely
3287 */
3288 delete_character (op->name, 0);
3289 op->stats.hp = op->stats.maxhp;
3290 op->stats.food = 999;
3291
3292 /* set the location of where the person will reappear when */
3293 /* maybe resurrection code should fix map also */
3294 strcpy (op->contr->maplevel, settings.emergency_mapname);
3295 if (op->map != NULL)
3296 op->map = NULL;
3297 op->x = settings.emergency_x;
3298 op->y = settings.emergency_y;
3299 save_player (op, 0);
3300 op->map = map;
3301 /* please see resurrection.c: peterm */
3302 dead_player (op);
3303 }
3304 else
3305 delete_character (op->name, 1);
3306 }
3307
3308 play_again (op);
3309
3310 /* peterm: added to create a corpse at deathsite. */
3311 tmp = arch_to_object (archetype::find ("corpse_pl"));
3312 sprintf (buf, "%s", &op->name);
3313 tmp->name = tmp->name_pl = buf;
3314 tmp->level = op->level;
3315 tmp->x = x;
3316 tmp->y = y;
3317 tmp->msg = gravestone_text (op);
3318 SET_FLAG (tmp, FLAG_UNIQUE);
3319 insert_ob_in_map (tmp, map, NULL, 0);
3320 }
3321} 3051}
3322
3323 3052
3324void 3053void
3325loot_object (object *op) 3054loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3055{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3056 object *tmp, *tmp2, *next;
3328 3057
3329 if (op->container) 3058 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3059 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3060
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3061 for (tmp = op->inv; tmp; tmp = next)
3335 { 3062 {
3336 next = tmp->below; 3063 next = tmp->below;
3064
3337 if (tmp->invisible) 3065 if (tmp->invisible)
3338 continue; 3066 continue;
3067
3339 tmp->remove (); 3068 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3069 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3070 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3071 { /* empty container to ground */
3343 loot_object (tmp); 3072 loot_object (tmp);
3365 */ 3094 */
3366 3095
3367void 3096void
3368fix_weight (void) 3097fix_weight (void)
3369{ 3098{
3370 player *pl;
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next) 3099 for (player *pl = first_player; pl; pl = pl->next)
3373 { 3100 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3101 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3102
3376 if (old == sum) 3103 if (old == sum)
3377 continue; 3104 continue;
3378 fix_player (pl->ob); 3105 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3106 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3107 }
3381} 3108}
3382 3109
3383void 3110void
3384fix_luck (void) 3111fix_luck (void)
3385{ 3112{
3386 player *pl;
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next) 3113 for (player *pl = first_player; pl; pl = pl->next)
3389 if (!pl->ob->contr->state) 3114 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3115 pl->ob->change_luck (0);
3391} 3116}
3392
3393 3117
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3118/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3119 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3120 * just treat this as any other spell casting object.
3397 */ 3121 */
3398
3399void 3122void
3400cast_dust (object *op, object *throw_ob, int dir) 3123cast_dust (object *op, object *throw_ob, int dir)
3401{ 3124{
3402 object *skop, *spob; 3125 object *skop, *spob;
3403 3126
3636 3359
3637 /* only the viewable area the player sees is updated by LOS 3360 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3361 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3362 * for any meaningful values.
3640 */ 3363 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3364 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3365 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3366 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3367 return 1;
3645 op = op->more; 3368 op = op->more;
3646 } 3369 }
3647 return 0; 3370 return 0;
3648} 3371}
3834 { 3557 {
3835 /* forces in the treasurelist can alter the player's stats */ 3558 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3559 object *skin;
3837 3560
3838 /* first get the dragon skin force */ 3561 /* first get the dragon skin force */
3562 shstr_cmp dragon_skin_force ("dragon_skin_force");
3839 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3563 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3564 ;
3565
3840 if (skin == NULL) 3566 if (!skin)
3841 return; 3567 return;
3842 3568
3843 /* adding new spellpath attunements */ 3569 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3570 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3571 {

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