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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 1.60 by root, Sat Dec 23 09:41:55 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 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 208 */
223 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
224 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239
240 ob->update_stats ();
241 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0);
245
246 enter_exit (ob, 0);
247
248 send_rules (ob);
249 send_news (ob);
250 display_motd (ob);
251 INVOKE_PLAYER (LOGIN, this);
252}
253
254// the need for this function can be explained
255// by load_object not returning the object
256void
257player::set_object (object *op)
258{
259 ob = op;
260 ob->contr = this; /* this aren't yet in archetype */
261
262 ob->speed_left = 0.5;
263 ob->speed = 1.0;
264 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271}
272
273player::player ()
274{
225 /* There are some elements we want initialized to non zero value - 275 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 276 * we deal with that below this point.
227 */ 277 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 278 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 279 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 280 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 281
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 282 assign (savebed_map, first_map_path); /* Init. respawn position */
239 283
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; 284 gen_sp_armour = 10;
258 p->last_speed = -1; 285 last_speed = -1;
259 p->shoottype = range_none; 286 shoottype = range_none;
260 p->bowtype = bow_normal; 287 bowtype = bow_normal;
261 p->petmode = pet_normal; 288 petmode = pet_normal;
262 p->listening = 10; 289 listening = 10;
263 p->usekeys = containers; 290 usekeys = containers;
264 p->last_weapon_sp = -1; 291 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 292 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 293 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);
273 294
274 /* we need to clear these to -1 and not zero - otherwise, 295 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 296 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 297 * send new values to the client, as things like exp start
277 * at zero. 298 * at zero.
278 */ 299 */
279 for (i = 0; i < NUM_SKILLS; i++) 300 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 301 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 302
285 for (i = 0; i < NROFATTACKS; i++) 303 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 304 last_resist[i] = -1;
287 305
288 p->last_stats.exp = -1; 306 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 307 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 308}
296 309
297/* This loads the first map an puts the player on it. */ 310player::~player ()
298static void
299set_first_map (object *op)
300{ 311{
301 strcpy (op->contr->maplevel, first_map_path); 312 terminate_all_pets (ob);
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */
347 free (stack_items);
348}
349
307/* Tries to add player on the connection passwd in ns. 350/* 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 351 * All we can really get in this is some settings like host and display
309 * mode. 352 * mode.
310 */ 353 */
311 354player *
312int 355player::create ()
313add_player (client *ns)
314{ 356{
315 player *p = new player; 357 player *pl = new player;
316 358
317 p->socket = ns; 359 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 360
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; 361 return pl;
336} 362}
337 363
338/* 364/*
339 * get_player_archetype() return next player archetype from archetype 365 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 366 * list. Not very efficient routine, but used only creating new players.
446 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 474 * is probably not a good thing.
449 */ 475 */
450#define MAX_SPACES 50 476#define MAX_SPACES 50
451
452 477
453/* 478/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 720 /* Need to set up the skill pointers */
696 link_player_skills (pl); 721 link_player_skills (pl);
697} 722}
698 723
699void 724void
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) 725get_party_password (object *op, partylist *party)
785{ 726{
786 if (party == NULL) 727 if (party == NULL)
787 { 728 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 729 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 730 return;
790 } 731 }
732
791 op->contr->write_buf[0] = '\0'; 733 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 734 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 735 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 736 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 737}
796
797 738
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 740static int
800roll_stat (void) 741roll_stat (void)
801{ 742{
802 int a[4], i, j, k; 743 int a[4], i, j, k;
803 744
804 for (i = 0; i < 4; i++) 745 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 748 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 749 if (a[i] < k)
809 k = a[i], j = i; 750 k = a[i], j = i;
810 751
811 for (i = 0, k = 0; i < 4; i++) 752 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 753 if (i != j)
814 k += a[i]; 754 k += a[i];
815 } 755
816 return k; 756 return k;
817} 757}
818 758
819void 759void
820roll_stats (object *op) 760object::roll_stats ()
821{ 761{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 762 int statsort [7];
825 763
826 do 764 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 } 765 {
837 while (sum < 82 || sum > 116); 766 int sum = 0;
767 for (int i = 7; i--; )
768 sum += statsort [i] = roll_stat ();
838 769
770 if (sum >= 82 && sum <= 116)
771 break;
772 }
773
839 /* Sort the stats so that rerolling is easier... */ 774 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 775 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;
847 776
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]; 777 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 778 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 779 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 780 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 781 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 782 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 783 stats.Cha = statsort[6];
872 784
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; 785 stats.exp = 0;
884 op->stats.ac = 0; 786 stats.ac = 0;
885 787
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; 788 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 789 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
794 contr->levhp[1] = 9;
795 contr->levsp[1] = 6;
796 contr->levgrace[1] = 3;
797
894 op->contr->orig_stats = op->stats; 798 contr->orig_stats = stats;
799 }
895} 800}
896 801
897void 802void
898Roll_Again (object *op) 803object::swap_stats (int a, int b)
899{ 804{
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); 805 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)); 806 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); 807 set_attr_value (&contr->orig_stats, b, tmp);
924 808
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; 809 stats.Str = contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex; 810 stats.Dex = contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con; 811 stats.Con = contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int; 812 stats.Int = contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis; 813 stats.Wis = contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow; 814 stats.Pow = contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha; 815 stats.Cha = contr->orig_stats.Cha;
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
934 op->stats.ac = 0; 819 stats.ac = 0;
935 820
936 op->level = 1; 821 level = 1;
937 op->stats.exp = 0; 822 stats.exp = 0;
938 op->stats.ac = 0; 823 stats.ac = 0;
939 824
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; 825 stats.hp = stats.maxhp;
946 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
947 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
948 op->contr->orig_stats = op->stats; 835 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 { 836 }
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} 837}
1026 838
1027/* This function takes the key that is passed, and does the 839/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 840 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 841 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 842 * separate race and class; this actually changes the RACE,
1031 * not the class. 843 * not the class.
1032 */ 844 */
1033
1034int 845int
1035key_change_class (object *op, char key) 846key_change_class (object *op, char key)
1036{ 847{
1037 int tmp_loop; 848 int tmp_loop;
1038 849
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 850 if (key == 'd' || key == 'D')
1046 { 851 {
1047 char buf[MAX_BUF]; 852 char buf[MAX_BUF];
1048 853
1049 /* this must before then initial items are given */ 854 /* this must before then initial items are given */
1054 create_treasure (tl, op, 0, 0, 0); 859 create_treasure (tl, op, 0, 0, 0);
1055 860
1056 INVOKE_PLAYER (BIRTH, op->contr); 861 INVOKE_PLAYER (BIRTH, op->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 862 INVOKE_PLAYER (LOGIN, op->contr);
1058 863
1059 op->contr->state = ST_PLAYING; 864 op->contr->ns->state = ST_PLAYING;
1060 865
1061 if (op->msg) 866 if (op->msg)
1062 op->msg = NULL; 867 op->msg = NULL;
1063 868
1064 /* We create this now because some of the unique maps will need it 869 /* We create this now because some of the unique maps will need it
1073 start_info (op); 878 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 879 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 880 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 881 link_player_skills (op);
1077 esrv_send_inventory (op, op); 882 esrv_send_inventory (op, op);
1078 fix_player (op); 883 op->update_stats ();
1079 884
1080 /* This moves the player to a different start map, if there 885 /* This moves the player to a different start map, if there
1081 * is one for this race 886 * is one for this race
1082 */ 887 */
1083 if (*first_map_ext_path) 888 if (*first_map_ext_path)
1109 while (!tmp_loop) 914 while (!tmp_loop)
1110 { 915 {
1111 shstr name = op->name; 916 shstr name = op->name;
1112 int x = op->x, y = op->y; 917 int x = op->x, y = op->y;
1113 918
1114 remove_statbonus (op); 919 op->remove_statbonus ();
1115 op->remove (); 920 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 921 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 922 op->arch->clone.copy_to (op);
1118 op->instantiate (); 923 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 924 op->stats = op->contr->orig_stats;
1121 op->x = x; 926 op->x = x;
1122 op->y = y; 927 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 928 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 929 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 930 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 931 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 932 tmp_loop = allowed_class (op);
1128 } 933 }
1129 934
1130 update_object (op, UP_OBJ_FACE); 935 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 936 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 937 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 938 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 939 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 940 op->stats.grace = 0;
1136 941
1137 if (op->msg) 942 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 943 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 944
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 945 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; 946 return 0;
1142} 947}
1143 948
1144int 949int
1145key_confirm_quit (object *op, char key) 950key_confirm_quit (object *op, char key)
1146{ 951{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 953 {
1151 op->contr->state = ST_PLAYING; 954 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 956 return 1;
1154 } 957 }
1155 958
1156 INVOKE_PLAYER (LOGOUT, op->contr); 959 INVOKE_PLAYER (LOGOUT, op->contr);
1161 op->direction = 0; 964 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 966
1164 strcpy (op->contr->killer, "quit"); 967 strcpy (op->contr->killer, "quit");
1165 check_score (op); 968 check_score (op);
1166 op->contr->party = NULL; 969 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 970 op->contr->own_title[0] = '\0';
1169 971
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 972 object_ptr ob = op;
1171 {
1172 maptile *mp, *next;
1173 973
974 delete ob->contr;
975
1174 /* We need to hunt for any per player unique maps in memory and 976 /* 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, 977 * 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 978 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */ 979 */
980 char buf[MAX_BUF];
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next) 982
1180 { 983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
1181 next = mp->next; 985 next = mp->next;
986
1182 if (!strncmp (mp->path, buf, strlen (buf))) 987 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp); 988 delete_map (mp);
1184 } 989 }
1185 990
1186 delete_character (op->name, 1); 991 delete_character (ob->name, 1);
1187 }
1188 992
1189 play_again (op);
1190 return 1; 993 return 1;
1191} 994}
1192 995
1193void 996void
1194flee_player (object *op) 997flee_player (object *op)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1333 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1137 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1336 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1141 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1338
1339 sprintf (putstring, "...flags: ");
1340 for (k = 0; k < 4; k++)
1341 {
1342 for (j = 0; j < 32; j++)
1343 {
1344 if ((tmp->flags[k] >> j) & 0x01)
1345 {
1346 sprintf (tmpstr, "%d ", k * 32 + j);
1347 strcat (putstring, tmpstr);
1348 }
1349 }
1350 }
1351 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1352
1353#if 0
1354 /* print the flags too */
1355 for (k = 0; k < 4; k++)
1356 {
1357 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1358 for (j = 0; j < 32; j++)
1359 {
1360 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1361 if (!((j + 1) % 4))
1362 fprintf (stderr, " ");
1363 }
1364 fprintf (stderr, " [%d]\n", k * 32);
1365 }
1366#endif
1367 } 1142 }
1143
1368 /* philosophy: 1144 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1145 * It's easy to grab an item type from a pile, as long as it's
1370 * generic. This takes no game-time. For more detailed pickups 1146 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1147 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1148 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1149 * example.
1374 * The drawback: right now it has no frontend, so you need to 1150 * The drawback: right now it has no frontend, so you need to
1375 * stick the bits you want into a calculator in hex mode and then 1151 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1152 * convert to decimal and then 'pickup <#>
1884 arrow->y = sy; 1660 arrow->y = sy;
1885 1661
1886 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1887 { 1663 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1665 op->update_stats ();
1890 } 1666 }
1891 1667
1892 SET_ANIMATION (arrow, arrow->direction); 1668 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1670 arrow->stats.hp = arrow->stats.dam;
2554 /* call this here - we also will call this in do_ericserver, but 2330 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2331 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2332 * called, so we recheck it here.
2557 */ 2333 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ; 2336 ;
2561 2337
2562 if (op->speed_left < 0) 2338 if (op->speed_left < 0)
2563 return 0; 2339 return 0;
2564 2340
2603 op->stats.hp = op->stats.maxhp; 2379 op->stats.hp = op->stats.maxhp;
2604 2380
2605 if (op->stats.food < 0) 2381 if (op->stats.food < 0)
2606 op->stats.food = 999; 2382 op->stats.food = 999;
2607 2383
2608 fix_player (op); 2384 op->update_stats ();
2609 return 1; 2385 return 1;
2610 } 2386 }
2611 2387
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2388 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2389 CLEAR_FLAG (op, FLAG_LIFESAVE);
2643 remove_unpaid_objects (op->inv, env); 2419 remove_unpaid_objects (op->inv, env);
2644 2420
2645 op = next; 2421 op = next;
2646 } 2422 }
2647} 2423}
2648
2649 2424
2650/* 2425/*
2651 * Returns pointer a static string containing gravestone text 2426 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2427 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2428 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2463 strcat (buf2, buf);
2689 2464
2690 return buf2; 2465 return buf2;
2691} 2466}
2692
2693
2694 2467
2695void 2468void
2696do_some_living (object *op) 2469do_some_living (object *op)
2697{ 2470{
2698 int last_food = op->stats.food; 2471 int last_food = op->stats.food;
2707 const int max_grace = 1; 2480 const int max_grace = 1;
2708 2481
2709 if (op->contr->outputs_sync) 2482 if (op->contr->outputs_sync)
2710 { 2483 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2484 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) 2485 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2713 flush_output_element (op, &op->contr->outputs[i]); 2486 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2487 }
2715 2488
2716 if (op->contr->state == ST_PLAYING) 2489 if (op->contr->ns->state == ST_PLAYING)
2717 { 2490 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2491 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2492 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2493 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2494 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2495 else
2724 { 2496 {
2725 gen_hp = op->stats.maxhp; 2497 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2498 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2499 }
2500
2728 if (op->contr->gen_sp >= 0) 2501 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2502 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2503 else
2731 { 2504 {
2732 gen_sp = op->stats.maxsp; 2505 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2506 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2507 }
2508
2735 if (op->contr->gen_grace >= 0) 2509 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2511 else
2738 { 2512 {
2739 gen_grace = op->stats.maxgrace; 2513 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2529 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2531 op->stats.food = last_food;
2758 } 2532 }
2759 } 2533 }
2534
2760 if (max_sp > 1) 2535 if (max_sp > 1)
2761 { 2536 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2537 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2538 if (over_sp > 0)
2764 { 2539 {
2765 if (op->stats.sp < op->stats.maxsp) 2540 if (op->stats.sp < op->stats.maxsp)
2766 { 2541 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2545 op->stats.sp--;
2546
2770 if (op->stats.sp > op->stats.maxsp) 2547 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2548 op->stats.sp = op->stats.maxsp;
2772 } 2549 }
2773 op->last_sp = 0; 2550 op->last_sp = 0;
2774 } 2551 }
2775 else 2552 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2554 }
2780 else 2555 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2557 }
2785 2558
2786 /* Regenerate Grace */ 2559 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2561 if (--op->last_grace < 0)
2789 { 2562 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2563 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2564 op->stats.grace++; /* no penalty in food for regaining grace */
2565
2792 if (max_grace > 1) 2566 if (max_grace > 1)
2793 { 2567 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2568 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2569 if (over_grace > 0)
2796 { 2570 {
2824 op->stats.food += op->contr->digestion; 2598 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2599 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2600 op->stats.food = last_food;
2827 } 2601 }
2828 } 2602 }
2603
2829 if (max_hp > 1) 2604 if (max_hp > 1)
2830 { 2605 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2607 if (over_hp > 0)
2833 { 2608 {
2857 2632
2858 if (op->contr->gen_hp > 0) 2633 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2635 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637
2862 /* dms do not consume food */ 2638 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2639 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2640 op->stats.food--;
2865 } 2641 }
2866 }
2867 2642
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2643 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2644 {
2870 object *tmp, *flesh = NULL; 2645 object *tmp, *flesh = 0;
2871 2646
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2647 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2648 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2650 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2652 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2654 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2655 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2656 break;
2882 } 2657 }
2883 else if (tmp->type == FLESH) 2658 else if (tmp->type == FLESH)
2884 flesh = tmp; 2659 flesh = tmp;
2885 } /* End if paid for object */ 2660 } /* End if paid for object */
2886 } /* end of for loop */ 2661 } /* end of for loop */
2662
2887 /* If player is still starving, it means they don't have any food, so 2663 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2664 * eat flesh instead.
2889 */ 2665 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2667 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2669 manual_apply (op, flesh, 0);
2894 } 2670 }
2895 } /* end if player is starving */ 2671 }
2896 2672
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2673 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2674 op->stats.food++, op->stats.hp--;
2899 2675
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2677 kill_player (op);
2678 }
2902} 2679}
2903
2904
2905 2680
2906/* If the player should die (lack of hp, food, etc), we call this. 2681/* If the player should die (lack of hp, food, etc), we call this.
2907 * op is the player in jeopardy. If the player can not be saved (not 2682 * op is the player in jeopardy. If the player can not be saved (not
2908 * permadeath, no lifesave), this will take care of removing the player 2683 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2684 * file.
3016 x = op->x; 2791 x = op->x;
3017 y = op->y; 2792 y = op->y;
3018 map = op->map; 2793 map = op->map;
3019 2794
3020 2795
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2796 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2797 * 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. 2798 * See the config.h file for a little more in depth detail about this.
3026 */ 2799 */
3027 2800
3028 /* Basically two ways to go - remove a stat permanently, or just 2801 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2802 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2803 * of death.
3031 */ 2804 */
3032#ifndef COZY_SERVER 2805#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2806 if (settings.balanced_stat_loss)
3034 { 2807 {
3035 /* If stat loss is permanent, lose one stat only. */ 2808 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2809 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2810 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2811 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2812 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2813 little bit harder. */
3041 /* GD */ 2814 /* GD */
3042 if (settings.stat_loss_on_death) 2815 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2816 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2817 else
3048 { 2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 }
2820 else
2821 {
3049 num_stats_lose = 1; 2822 num_stats_lose = 1;
3050 } 2823 }
3051 lost_a_stat = 0; 2824 lost_a_stat = 0;
3052 2825
3053 for (z = 0; z < num_stats_lose; z++) 2826 for (z = 0; z < num_stats_lose; z++)
3054 { 2827 {
3055 i = RANDOM () % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
3056 2829
3057 if (settings.stat_loss_on_death) 2830 if (settings.stat_loss_on_death)
3058 { 2831 {
3059 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2833 * what he lost.
3061 */ 2834 */
3062 change_attr_value (&(op->stats), i, -1); 2835 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2836 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2840 lost_a_stat = 1;
2841 }
2842 else
2843 {
2844 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion");
2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2850 {
2851 dep = arch_to_object (deparch);
2852 insert_ob_in_ob (dep, op);
3068 } 2853 }
3069 else 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
3070 { 2856 {
3071 /* deplete a stat */ 2857 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2858 /* Get the stat that we're about to deplete. */
3073 object *dep; 2859 this_stat = get_attr_value (&(dep->stats), i);
3074 2860 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2861 {
3078 dep = arch_to_object (deparch); 2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2863 int keep_chance = this_stat * this_stat;
3080 } 2864
3081 lose_this_stat = 1; 2865 /* 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) 2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2871 {
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; 2872 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2873 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2874 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 } 2875 }
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 */ 2876 else
3123 if (this_stat >= -50)
3124 { 2877 {
3125 change_attr_value (&(dep->stats), i, -1); 2878 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; 2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2883 }
3131 } 2884 }
3132 } 2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2890 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a
2894 * difference.
2895 */
2896 if (this_stat >= -50)
2897 {
2898 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats ();
2902 lost_a_stat = 1;
2903 }
3133 } 2904 }
2905 }
2906 }
3134 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2908 if (!lost_a_stat)
3136 { 2909 {
3137 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2911 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2912 const char *god = determine_god (op);
3140 2913
3141 if (god && (strcmp (god, "none"))) 2914 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); 2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2916 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2918 }
3146#else 2919#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2921#endif
3149 2922
3150 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2924 * exp loss on the stone.
3152 */ 2925 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2928 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2930 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); 2931 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; 2932 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2933 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2935
3163 /**************************************/ 2936 /**************************************/
3164 /* */ 2937 /* */
3165 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
3168 /* */ 2941 /* */
3169 /**************************************/ 2942 /**************************************/
3170 2943
3171 /* remove any poisoning and confusion the character may be suffering. */ 2944 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2945 /* restore player */
3173 at = archetype::find ("poisoning"); 2946 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2947 tmp = present_arch_in_ob (at, op);
3175 2948
3176 if (tmp) 2949 if (tmp)
3177 { 2950 {
3178 tmp->destroy (); 2951 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2953 }
3181 2954
3182 at = archetype::find ("confusion"); 2955 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2956 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2957 if (tmp)
3185 { 2958 {
3186 tmp->destroy (); 2959 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2961 }
3189 2962
3190 cure_disease (op, 0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
3191 2964
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2966 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2967 if (op->stats.food < 100)
3195 op->stats.food = 900; 2968 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2972
3200 /* 2973 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2974 * 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 2975 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2976 * in the map.
3204 */ 2977 */
3205 2978
3206 if (is_in_shop (op)) 2979 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
3208 2981
3209 /****************************************/ 2982 /****************************************/
3210 /* */ 2983 /* */
3211 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
3213 /* */ 2986 /* */
3214 /****************************************/ 2987 /****************************************/
3215 2988
3216 enter_player_savebed (op); 2989 enter_player_savebed (op);
3217 2990
3218 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 2992 * chance of abuse.
3220 */ 2993 */
3221 op->contr->braced = 0; 2994 op->contr->braced = 0;
3222 save_player (op, 1); 2995 op->contr->save ();
3223 2996
3224 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 3000 * on the space that might harm the player.
3228 */ 3001 */
3229 will_kill_again = 0; 3002 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
3233 3006
3234 if (will_kill_again) 3007 if (will_kill_again)
3235 { 3008 {
3236 object *force; 3009 object *force;
3237 int at; 3010 int at;
3238 3011
3239 force = get_archetype (FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3014 force->speed = 0.1;
3242 force->speed_left = -5.0; 3015 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3017 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3019 force->resist[at] = 100;
3247 3020
3248 insert_ob_in_ob (force, op); 3021 insert_ob_in_ob (force, op);
3249 fix_player (op); 3022 op->update_stats ();
3250 3023
3251 } 3024 }
3252 3025
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3026 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} 3027}
3322
3323 3028
3324void 3029void
3325loot_object (object *op) 3030loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3031{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3032 object *tmp, *tmp2, *next;
3328 3033
3329 if (op->container) 3034 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3035 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3036
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3037 for (tmp = op->inv; tmp; tmp = next)
3335 { 3038 {
3336 next = tmp->below; 3039 next = tmp->below;
3040
3337 if (tmp->invisible) 3041 if (tmp->invisible)
3338 continue; 3042 continue;
3043
3339 tmp->remove (); 3044 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3046 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3047 { /* empty container to ground */
3343 loot_object (tmp); 3048 loot_object (tmp);
3365 */ 3070 */
3366 3071
3367void 3072void
3368fix_weight (void) 3073fix_weight (void)
3369{ 3074{
3370 player *pl;
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next) 3075 for (player *pl = first_player; pl; pl = pl->next)
3373 { 3076 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3078
3376 if (old == sum) 3079 if (old == sum)
3377 continue; 3080 continue;
3378 fix_player (pl->ob); 3081 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3083 }
3381} 3084}
3382 3085
3383void 3086void
3384fix_luck (void) 3087fix_luck (void)
3385{ 3088{
3386 player *pl;
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next) 3089 for (player *pl = first_player; pl; pl = pl->next)
3389 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3091 pl->ob->change_luck (0);
3391} 3092}
3392
3393 3093
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3397 */ 3097 */
3398
3399void 3098void
3400cast_dust (object *op, object *throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3401{ 3100{
3402 object *skop, *spob; 3101 object *skop, *spob;
3403 3102
3636 3335
3637 /* only the viewable area the player sees is updated by LOS 3336 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3337 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3338 * for any meaningful values.
3640 */ 3339 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3343 return 1;
3645 op = op->more; 3344 op = op->more;
3646 } 3345 }
3647 return 0; 3346 return 0;
3648} 3347}
3834 { 3533 {
3835 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3535 object *skin;
3837 3536
3838 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3538 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); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3540 ;
3541
3840 if (skin == NULL) 3542 if (!skin)
3841 return; 3543 return;
3842 3544
3843 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3547 {

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