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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 1.63 by root, Mon Dec 25 17:11:17 2006 UTC

28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 for_all_players (pl)
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 41 return pl;
46 }; 42
47 return NULL; 43 return 0;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74} 44}
75 45
76void 46void
77display_motd (const object *op) 47display_motd (const object *op)
78{ 48{
87 return; 57 return;
88 58
89 motd[0] = '\0'; 59 motd[0] = '\0';
90 size = 0; 60 size = 0;
91 61
92 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
93 { 63 {
94 if (*buf == '#') 64 if (*buf == '#')
95 continue; 65 continue;
96 66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 86 return;
117 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
120 90
121 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
122 { 92 {
123 if (*buf == '#') 93 if (*buf == '#')
124 continue; 94 continue;
125 95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
187} 157}
188 158
189int 159/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 160static void
161set_first_map (object *op)
191{ 162{
192 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
193 if (*cp == '-' || *cp == '_') 164 op->x = -1;
194 return 0; 165 op->y = -1;
195 166 enter_exit (op, 0);
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201} 167}
202 168
203/* This no longer sets the player map. Also, it now updates 169// connect the player with a specific client
204 * all the pointers so the caller doesn't need to do that. 170// also changed, rationalises, and fixes some incorrect settings
205 * Caller is responsible for setting the correct map. 171void
206 */ 172player::connect (client *ns)
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 173{
217 object *op = arch_to_object (get_player_archetype (0)); 174 this->ns = ns;
218 int i; 175 ns->pl = this;
219 176
220 /* Clears basically the entire player structure except 177 next = first_player;
221 * for next and socket. 178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 206 */
223 p->clear (); 207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
224 209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
225 /* There are some elements we want initialized to non zero value - 281 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 282 * we deal with that below this point.
227 */ 283 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 284 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 285 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 286 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 287
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 288 assign (savebed_map, first_map_path); /* Init. respawn position */
239 289
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; 290 gen_sp_armour = 10;
258 p->last_speed = -1; 291 last_speed = -1;
259 p->shoottype = range_none; 292 shoottype = range_none;
260 p->bowtype = bow_normal; 293 bowtype = bow_normal;
261 p->petmode = pet_normal; 294 petmode = pet_normal;
262 p->listening = 10; 295 listening = 10;
263 p->usekeys = containers; 296 usekeys = containers;
264 p->last_weapon_sp = -1; 297 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 298 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 299 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);
273 300
274 /* we need to clear these to -1 and not zero - otherwise, 301 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 302 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 303 * send new values to the client, as things like exp start
277 * at zero. 304 * at zero.
278 */ 305 */
279 for (i = 0; i < NUM_SKILLS; i++) 306 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 307 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 308
285 for (i = 0; i < NROFATTACKS; i++) 309 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 310 last_resist[i] = -1;
287 311
288 p->last_stats.exp = -1; 312 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 313 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 314}
296 315
297/* This loads the first map an puts the player on it. */ 316void
298static void 317player::do_destroy ()
299set_first_map (object *op)
300{ 318{
301 strcpy (op->contr->maplevel, first_map_path); 319 attachable::do_destroy ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355
356 attachable::do_destroy ();
357}
358
359player::~player ()
360{
361 /* Clear item stack */
362 free (stack_items);
363}
364
307/* Tries to add player on the connection passwd in ns. 365/* 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 366 * All we can really get in this is some settings like host and display
309 * mode. 367 * mode.
310 */ 368 */
311 369player *
312int 370player::create ()
313add_player (client *ns)
314{ 371{
315 player *p = new player; 372 player *pl = new player;
316 373
317 p->socket = ns; 374 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 375
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; 376 return pl;
336} 377}
337 378
338/* 379/*
339 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
365 406
366object * 407object *
367get_nearest_player (object *mon) 408get_nearest_player (object *mon)
368{ 409{
369 object *op = NULL; 410 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 411 objectlink *ol;
372 unsigned lastdist; 412 unsigned lastdist;
373 rv_vector rv; 413 rv_vector rv;
374 414
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 415 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
407 { 447 {
408 op = ol->ob; 448 op = ol->ob;
409 lastdist = rv.distance; 449 lastdist = rv.distance;
410 } 450 }
411 } 451 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 452
413 { 453 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 454 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 455 if (lastdist > rv.distance)
418 { 456 {
419 op = pl->ob; 457 op = pl->ob;
420 lastdist = rv.distance; 458 lastdist = rv.distance;
421 } 459 }
422 } 460
423 }
424#if 0 461#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 463#endif
427 return op; 464 return op;
428} 465}
446 * circling behaviour. Unfortunately, this function is also used to determined 483 * 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 484 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 485 * is probably not a good thing.
449 */ 486 */
450#define MAX_SPACES 50 487#define MAX_SPACES 50
451
452 488
453/* 489/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * 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 491 * 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 492 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
696 link_player_skills (pl); 732 link_player_skills (pl);
697} 733}
698 734
699void 735void
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) 736get_party_password (object *op, partylist *party)
785{ 737{
786 if (party == NULL) 738 if (party == NULL)
787 { 739 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 741 return;
790 } 742 }
743
791 op->contr->write_buf[0] = '\0'; 744 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 748}
796
797 749
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 751static int
800roll_stat (void) 752roll_stat (void)
801{ 753{
802 int a[4], i, j, k; 754 int a[4], i, j, k;
803 755
804 for (i = 0; i < 4; i++) 756 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 760 if (a[i] < k)
809 k = a[i], j = i; 761 k = a[i], j = i;
810 762
811 for (i = 0, k = 0; i < 4; i++) 763 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 764 if (i != j)
814 k += a[i]; 765 k += a[i];
815 } 766
816 return k; 767 return k;
817} 768}
818 769
819void 770void
820roll_stats (object *op) 771object::roll_stats ()
821{ 772{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 773 int statsort [7];
825 774
826 do 775 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 } 776 {
837 while (sum < 82 || sum > 116); 777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
838 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
839 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 786 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;
847 787
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]; 788 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
872 795
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; 796 stats.exp = 0;
884 op->stats.ac = 0; 797 stats.ac = 0;
885 798
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; 799 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 800 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
894 op->contr->orig_stats = op->stats; 809 contr->orig_stats = stats;
810 }
895} 811}
896 812
897void 813void
898Roll_Again (object *op) 814object::swap_stats (int a, int b)
899{ 815{
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); 816 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)); 817 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); 818 set_attr_value (&contr->orig_stats, b, tmp);
924 819
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; 820 stats.Str = contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex; 821 stats.Dex = contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con; 822 stats.Con = contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int; 823 stats.Int = contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis; 824 stats.Wis = contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow; 825 stats.Pow = contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha; 826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
934 op->stats.ac = 0; 830 stats.ac = 0;
935 831
936 op->level = 1; 832 level = 1;
937 op->stats.exp = 0; 833 stats.exp = 0;
938 op->stats.ac = 0; 834 stats.ac = 0;
939 835
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; 836 stats.hp = stats.maxhp;
946 op->stats.sp = op->stats.maxsp; 837 stats.sp = stats.maxsp;
947 op->stats.grace = op->stats.maxgrace; 838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
948 op->contr->orig_stats = op->stats; 846 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 { 847 }
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} 848}
1026 849
1027/* This function takes the key that is passed, and does the 850/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 851 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 852 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 853 * separate race and class; this actually changes the RACE,
1031 * not the class. 854 * not the class.
1032 */ 855 */
1033
1034int 856int
1035key_change_class (object *op, char key) 857key_change_class (object *op, char key)
1036{ 858{
1037 int tmp_loop; 859 int tmp_loop;
1038 860
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 861 if (key == 'd' || key == 'D')
1046 { 862 {
1047 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
1048 864
1049 /* this must before then initial items are given */ 865 /* this must before then initial items are given */
1054 create_treasure (tl, op, 0, 0, 0); 870 create_treasure (tl, op, 0, 0, 0);
1055 871
1056 INVOKE_PLAYER (BIRTH, op->contr); 872 INVOKE_PLAYER (BIRTH, op->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 873 INVOKE_PLAYER (LOGIN, op->contr);
1058 874
1059 op->contr->state = ST_PLAYING; 875 op->contr->ns->state = ST_PLAYING;
1060 876
1061 if (op->msg) 877 if (op->msg)
1062 op->msg = NULL; 878 op->msg = NULL;
1063 879
1064 /* We create this now because some of the unique maps will need it 880 /* We create this now because some of the unique maps will need it
1073 start_info (op); 889 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 890 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 891 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 892 link_player_skills (op);
1077 esrv_send_inventory (op, op); 893 esrv_send_inventory (op, op);
1078 fix_player (op); 894 op->update_stats ();
1079 895
1080 /* This moves the player to a different start map, if there 896 /* This moves the player to a different start map, if there
1081 * is one for this race 897 * is one for this race
1082 */ 898 */
1083 if (*first_map_ext_path) 899 if (*first_map_ext_path)
1109 while (!tmp_loop) 925 while (!tmp_loop)
1110 { 926 {
1111 shstr name = op->name; 927 shstr name = op->name;
1112 int x = op->x, y = op->y; 928 int x = op->x, y = op->y;
1113 929
1114 remove_statbonus (op); 930 op->remove_statbonus ();
1115 op->remove (); 931 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 932 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 933 op->arch->clone.copy_to (op);
1118 op->instantiate (); 934 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 935 op->stats = op->contr->orig_stats;
1121 op->x = x; 937 op->x = x;
1122 op->y = y; 938 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 939 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 940 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 941 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 942 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 943 tmp_loop = allowed_class (op);
1128 } 944 }
1129 945
1130 update_object (op, UP_OBJ_FACE); 946 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 947 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 948 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 949 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 950 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 951 op->stats.grace = 0;
1136 952
1137 if (op->msg) 953 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 954 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 955
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 956 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; 957 return 0;
1142} 958}
1143 959
1144int 960int
1145key_confirm_quit (object *op, char key) 961key_confirm_quit (object *op, char key)
1146{ 962{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 963 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 964 {
1151 op->contr->state = ST_PLAYING; 965 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 966 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 967 return 1;
1154 } 968 }
1155 969
1156 INVOKE_PLAYER (LOGOUT, op->contr); 970 INVOKE_PLAYER (LOGOUT, op->contr);
1161 op->direction = 0; 975 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 977
1164 strcpy (op->contr->killer, "quit"); 978 strcpy (op->contr->killer, "quit");
1165 check_score (op); 979 check_score (op);
1166 op->contr->party = NULL; 980 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 981 op->contr->own_title[0] = '\0';
1169 982
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 983 object_ptr ob = op;
1171 {
1172 maptile *mp, *next;
1173 984
985 delete ob->contr;
986
1174 /* We need to hunt for any per player unique maps in memory and 987 /* 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, 988 * 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 989 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */ 990 */
991 char buf[MAX_BUF];
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 992 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next) 993
1180 { 994 for (maptile *next, *mp = first_map; mp; mp = next)
995 {
1181 next = mp->next; 996 next = mp->next;
997
1182 if (!strncmp (mp->path, buf, strlen (buf))) 998 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp); 999 delete_map (mp);
1184 } 1000 }
1185 1001
1186 delete_character (op->name, 1); 1002 delete_character (ob->name, 1);
1187 }
1188 1003
1189 play_again (op);
1190 return 1; 1004 return 1;
1191} 1005}
1192 1006
1193void 1007void
1194flee_player (object *op) 1008flee_player (object *op)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1146 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)))); 1147 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1148 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1149 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)))); 1150 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1151
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1152 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 } 1153 }
1154
1368 /* philosophy: 1155 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1156 * 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 1157 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1158 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1159 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1160 * example.
1374 * The drawback: right now it has no frontend, so you need to 1161 * 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 1162 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1163 * convert to decimal and then 'pickup <#>
1884 arrow->y = sy; 1671 arrow->y = sy;
1885 1672
1886 if (op->type == PLAYER) 1673 if (op->type == PLAYER)
1887 { 1674 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1675 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1676 op->update_stats ();
1890 } 1677 }
1891 1678
1892 SET_ANIMATION (arrow, arrow->direction); 1679 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1680 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1681 arrow->stats.hp = arrow->stats.dam;
2554 /* call this here - we also will call this in do_ericserver, but 2341 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2342 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2343 * called, so we recheck it here.
2557 */ 2344 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2345 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2346 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ; 2347 ;
2561 2348
2562 if (op->speed_left < 0) 2349 if (op->speed_left < 0)
2563 return 0; 2350 return 0;
2564 2351
2603 op->stats.hp = op->stats.maxhp; 2390 op->stats.hp = op->stats.maxhp;
2604 2391
2605 if (op->stats.food < 0) 2392 if (op->stats.food < 0)
2606 op->stats.food = 999; 2393 op->stats.food = 999;
2607 2394
2608 fix_player (op); 2395 op->update_stats ();
2609 return 1; 2396 return 1;
2610 } 2397 }
2611 2398
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2399 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2400 CLEAR_FLAG (op, FLAG_LIFESAVE);
2643 remove_unpaid_objects (op->inv, env); 2430 remove_unpaid_objects (op->inv, env);
2644 2431
2645 op = next; 2432 op = next;
2646 } 2433 }
2647} 2434}
2648
2649 2435
2650/* 2436/*
2651 * Returns pointer a static string containing gravestone text 2437 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2438 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2439 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2473 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2474 strcat (buf2, buf);
2689 2475
2690 return buf2; 2476 return buf2;
2691} 2477}
2692
2693
2694 2478
2695void 2479void
2696do_some_living (object *op) 2480do_some_living (object *op)
2697{ 2481{
2698 int last_food = op->stats.food; 2482 int last_food = op->stats.food;
2707 const int max_grace = 1; 2491 const int max_grace = 1;
2708 2492
2709 if (op->contr->outputs_sync) 2493 if (op->contr->outputs_sync)
2710 { 2494 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2495 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) 2496 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]); 2497 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2498 }
2715 2499
2716 if (op->contr->state == ST_PLAYING) 2500 if (op->contr->ns->state == ST_PLAYING)
2717 { 2501 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2502 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2503 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2504 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2505 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2506 else
2724 { 2507 {
2725 gen_hp = op->stats.maxhp; 2508 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2509 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2510 }
2511
2728 if (op->contr->gen_sp >= 0) 2512 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2513 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2514 else
2731 { 2515 {
2732 gen_sp = op->stats.maxsp; 2516 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2517 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2518 }
2519
2735 if (op->contr->gen_grace >= 0) 2520 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2521 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2522 else
2738 { 2523 {
2739 gen_grace = op->stats.maxgrace; 2524 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2540 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2542 op->stats.food = last_food;
2758 } 2543 }
2759 } 2544 }
2545
2760 if (max_sp > 1) 2546 if (max_sp > 1)
2761 { 2547 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2548 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2549 if (over_sp > 0)
2764 { 2550 {
2765 if (op->stats.sp < op->stats.maxsp) 2551 if (op->stats.sp < op->stats.maxsp)
2766 { 2552 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2553 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2554
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2555 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2556 op->stats.sp--;
2557
2770 if (op->stats.sp > op->stats.maxsp) 2558 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2559 op->stats.sp = op->stats.maxsp;
2772 } 2560 }
2773 op->last_sp = 0; 2561 op->last_sp = 0;
2774 } 2562 }
2775 else 2563 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2564 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2565 }
2780 else 2566 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2567 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2568 }
2785 2569
2786 /* Regenerate Grace */ 2570 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2571 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2572 if (--op->last_grace < 0)
2789 { 2573 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2574 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2575 op->stats.grace++; /* no penalty in food for regaining grace */
2576
2792 if (max_grace > 1) 2577 if (max_grace > 1)
2793 { 2578 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2579 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2580 if (over_grace > 0)
2796 { 2581 {
2824 op->stats.food += op->contr->digestion; 2609 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2610 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2611 op->stats.food = last_food;
2827 } 2612 }
2828 } 2613 }
2614
2829 if (max_hp > 1) 2615 if (max_hp > 1)
2830 { 2616 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2617 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2618 if (over_hp > 0)
2833 { 2619 {
2857 2643
2858 if (op->contr->gen_hp > 0) 2644 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2645 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2646 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2648
2862 /* dms do not consume food */ 2649 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2650 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2651 op->stats.food--;
2865 } 2652 }
2866 }
2867 2653
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2654 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2655 {
2870 object *tmp, *flesh = NULL; 2656 object *tmp, *flesh = 0;
2871 2657
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2658 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2659 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2660 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2661 {
2662 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2663 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2664 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2665 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2666 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2667 break;
2882 } 2668 }
2883 else if (tmp->type == FLESH) 2669 else if (tmp->type == FLESH)
2884 flesh = tmp; 2670 flesh = tmp;
2885 } /* End if paid for object */ 2671 } /* End if paid for object */
2886 } /* end of for loop */ 2672 } /* end of for loop */
2673
2887 /* If player is still starving, it means they don't have any food, so 2674 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2675 * eat flesh instead.
2889 */ 2676 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2677 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2678 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2680 manual_apply (op, flesh, 0);
2894 } 2681 }
2895 } /* end if player is starving */ 2682 }
2896 2683
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2684 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2685 op->stats.food++, op->stats.hp--;
2899 2686
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2687 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2688 kill_player (op);
2689 }
2902} 2690}
2903
2904
2905 2691
2906/* If the player should die (lack of hp, food, etc), we call this. 2692/* 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 2693 * 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 2694 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2695 * file.
3016 x = op->x; 2802 x = op->x;
3017 y = op->y; 2803 y = op->y;
3018 map = op->map; 2804 map = op->map;
3019 2805
3020 2806
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2807 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2808 * 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. 2809 * See the config.h file for a little more in depth detail about this.
3026 */ 2810 */
3027 2811
3028 /* Basically two ways to go - remove a stat permanently, or just 2812 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2813 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2814 * of death.
3031 */ 2815 */
3032#ifndef COZY_SERVER 2816#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2817 if (settings.balanced_stat_loss)
3034 { 2818 {
3035 /* If stat loss is permanent, lose one stat only. */ 2819 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2820 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2821 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2822 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2823 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2824 little bit harder. */
3041 /* GD */ 2825 /* GD */
3042 if (settings.stat_loss_on_death) 2826 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2827 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2828 else
3048 { 2829 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2830 }
2831 else
2832 {
3049 num_stats_lose = 1; 2833 num_stats_lose = 1;
3050 } 2834 }
3051 lost_a_stat = 0; 2835 lost_a_stat = 0;
3052 2836
3053 for (z = 0; z < num_stats_lose; z++) 2837 for (z = 0; z < num_stats_lose; z++)
3054 { 2838 {
3055 i = RANDOM () % NUM_STATS; 2839 i = RANDOM () % NUM_STATS;
3056 2840
3057 if (settings.stat_loss_on_death) 2841 if (settings.stat_loss_on_death)
3058 { 2842 {
3059 /* Pick a random stat and take a point off it. Tell the player 2843 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2844 * what he lost.
3061 */ 2845 */
3062 change_attr_value (&(op->stats), i, -1); 2846 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2847 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2848 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2849 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2850 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2851 lost_a_stat = 1;
2852 }
2853 else
2854 {
2855 /* deplete a stat */
2856 archetype *deparch = archetype::find ("depletion");
2857 object *dep;
2858
2859 dep = present_arch_in_ob (deparch, op);
2860 if (!dep)
2861 {
2862 dep = arch_to_object (deparch);
2863 insert_ob_in_ob (dep, op);
3068 } 2864 }
3069 else 2865 lose_this_stat = 1;
2866 if (settings.balanced_stat_loss)
3070 { 2867 {
3071 /* deplete a stat */ 2868 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2869 /* Get the stat that we're about to deplete. */
3073 object *dep; 2870 this_stat = get_attr_value (&(dep->stats), i);
3074 2871 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2872 {
3078 dep = arch_to_object (deparch); 2873 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2874 int keep_chance = this_stat * this_stat;
3080 } 2875
3081 lose_this_stat = 1; 2876 /* 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) 2877 if (keep_chance < 1)
2878 keep_chance = 1;
2879
2880 /* There is a maximum depletion total per level. */
2881 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2882 {
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; 2883 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2884 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2885 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 } 2886 }
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 */ 2887 else
3123 if (this_stat >= -50)
3124 { 2888 {
3125 change_attr_value (&(dep->stats), i, -1); 2889 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; 2890 lose_this_stat = 0;
2891 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2892 this_stat, keep_chance, loss_chance,
2893 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2894 }
3131 } 2895 }
3132 } 2896 }
2897
2898 if (lose_this_stat)
2899 {
2900 this_stat = get_attr_value (&(dep->stats), i);
2901 /* We could try to do something clever like find another
2902 * stat to reduce if this fails. But chances are, if
2903 * stats have been depleted to -50, all are pretty low
2904 * and should be roughly the same, so it shouldn't make a
2905 * difference.
2906 */
2907 if (this_stat >= -50)
2908 {
2909 change_attr_value (&(dep->stats), i, -1);
2910 SET_FLAG (dep, FLAG_APPLIED);
2911 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2912 op->update_stats ();
2913 lost_a_stat = 1;
2914 }
3133 } 2915 }
2916 }
2917 }
3134 /* If no stat lost, tell the player. */ 2918 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2919 if (!lost_a_stat)
3136 { 2920 {
3137 /* determine_god() seems to not work sometimes... why is this? 2921 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2922 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2923 const char *god = determine_god (op);
3140 2924
3141 if (god && (strcmp (god, "none"))) 2925 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); 2926 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2927 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2929 }
3146#else 2930#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2931 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2932#endif
3149 2933
3150 /* Put a gravestone up where the character 'almost' died. List the 2934 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2935 * exp loss on the stone.
3152 */ 2936 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2937 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2938 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2939 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2940 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2941 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); 2942 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; 2943 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2944 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2945 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2946
3163 /**************************************/ 2947 /**************************************/
3164 /* */ 2948 /* */
3165 /* Subtract the experience points, */ 2949 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2950 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2951 /* food, and reset HP's... */
3168 /* */ 2952 /* */
3169 /**************************************/ 2953 /**************************************/
3170 2954
3171 /* remove any poisoning and confusion the character may be suffering. */ 2955 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2956 /* restore player */
3173 at = archetype::find ("poisoning"); 2957 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2958 tmp = present_arch_in_ob (at, op);
3175 2959
3176 if (tmp) 2960 if (tmp)
3177 { 2961 {
3178 tmp->destroy (); 2962 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2963 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2964 }
3181 2965
3182 at = archetype::find ("confusion"); 2966 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2967 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2968 if (tmp)
3185 { 2969 {
3186 tmp->destroy (); 2970 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2972 }
3189 2973
3190 cure_disease (op, 0); /* remove any disease */ 2974 cure_disease (op, 0); /* remove any disease */
3191 2975
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2976 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2977 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2978 if (op->stats.food < 100)
3195 op->stats.food = 900; 2979 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2980 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2983
3200 /* 2984 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2985 * 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 2986 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2987 * in the map.
3204 */ 2988 */
3205 2989
3206 if (is_in_shop (op)) 2990 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2991 remove_unpaid_objects (op->inv, op);
3208 2992
3209 /****************************************/ 2993 /****************************************/
3210 /* */ 2994 /* */
3211 /* Move player to his current respawn- */ 2995 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2996 /* position (usually last savebed) */
3213 /* */ 2997 /* */
3214 /****************************************/ 2998 /****************************************/
3215 2999
3216 enter_player_savebed (op); 3000 enter_player_savebed (op);
3217 3001
3218 /* Save the player before inserting the force to reduce 3002 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 3003 * chance of abuse.
3220 */ 3004 */
3221 op->contr->braced = 0; 3005 op->contr->braced = 0;
3222 save_player (op, 1); 3006 op->contr->save ();
3223 3007
3224 /* it is possible that the player has blown something up 3008 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 3009 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 3010 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 3011 * on the space that might harm the player.
3228 */ 3012 */
3229 will_kill_again = 0; 3013 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3014 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 3015 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 3016 will_kill_again |= tmp->attacktype;
3233 3017
3234 if (will_kill_again) 3018 if (will_kill_again)
3235 { 3019 {
3236 object *force; 3020 object *force;
3237 int at; 3021 int at;
3238 3022
3239 force = get_archetype (FORCE_NAME); 3023 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3024 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3025 force->speed = 0.1;
3242 force->speed_left = -5.0; 3026 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3027 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3028 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3029 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3030 force->resist[at] = 100;
3247 3031
3248 insert_ob_in_ob (force, op); 3032 insert_ob_in_ob (force, op);
3249 fix_player (op); 3033 op->update_stats ();
3250 3034
3251 } 3035 }
3252 3036
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3037 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} 3038}
3322
3323 3039
3324void 3040void
3325loot_object (object *op) 3041loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3042{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3043 object *tmp, *tmp2, *next;
3328 3044
3329 if (op->container) 3045 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3046 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3047
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3048 for (tmp = op->inv; tmp; tmp = next)
3335 { 3049 {
3336 next = tmp->below; 3050 next = tmp->below;
3051
3337 if (tmp->invisible) 3052 if (tmp->invisible)
3338 continue; 3053 continue;
3054
3339 tmp->remove (); 3055 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3056 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3057 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3058 { /* empty container to ground */
3343 loot_object (tmp); 3059 loot_object (tmp);
3365 */ 3081 */
3366 3082
3367void 3083void
3368fix_weight (void) 3084fix_weight (void)
3369{ 3085{
3370 player *pl; 3086 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3087 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3088 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3089
3376 if (old == sum) 3090 if (old == sum)
3377 continue; 3091 continue;
3378 fix_player (pl->ob); 3092 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3093 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3094 }
3381} 3095}
3382 3096
3383void 3097void
3384fix_luck (void) 3098fix_luck (void)
3385{ 3099{
3386 player *pl; 3100 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 3101 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3102 pl->ob->change_luck (0);
3391} 3103}
3392
3393 3104
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3105/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3106 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3107 * just treat this as any other spell casting object.
3397 */ 3108 */
3398
3399void 3109void
3400cast_dust (object *op, object *throw_ob, int dir) 3110cast_dust (object *op, object *throw_ob, int dir)
3401{ 3111{
3402 object *skop, *spob; 3112 object *skop, *spob;
3403 3113
3636 3346
3637 /* only the viewable area the player sees is updated by LOS 3347 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3348 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3349 * for any meaningful values.
3640 */ 3350 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3351 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3352 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3353 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3354 return 1;
3645 op = op->more; 3355 op = op->more;
3646 } 3356 }
3647 return 0; 3357 return 0;
3648} 3358}
3834 { 3544 {
3835 /* forces in the treasurelist can alter the player's stats */ 3545 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3546 object *skin;
3837 3547
3838 /* first get the dragon skin force */ 3548 /* first get the dragon skin force */
3549 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); 3550 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3551 ;
3552
3840 if (skin == NULL) 3553 if (!skin)
3841 return; 3554 return;
3842 3555
3843 /* adding new spellpath attunements */ 3556 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3557 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3558 {

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