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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 1.74 by root, Sat Dec 30 10:16:11 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 op->enter_exit (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
197 assign (title, ob->arch->clone.name);
198
199 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
200 * from the class, and not race. I don't see any way to get the class information
201 * to then update this. I don't think this will actually break anything - anyone
202 * that can use armour should be able to use a shield. What this may 'break'
203 * are features new characters get, eg, if someone starts up with a Q, they
204 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 205 */
223 p->clear (); 206 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
207 SET_FLAG (ob, FLAG_USE_SHIELD);
224 208
209 /* if it's a dragon player, set the correct title here */
210 if (is_dragon_pl (ob))
211 {
212 object *tmp, *abil = 0, *skin = 0;
213
214 shstr_cmp dragon_ability_force ("dragon_ability_force");
215 shstr_cmp dragon_skin_force ("dragon_skin_force");
216
217 for (tmp = ob->inv; tmp; tmp = tmp->below)
218 if (tmp->type == FORCE)
219 if (tmp->arch->name == dragon_ability_force)
220 abil = tmp;
221 else if (tmp->arch->name == dragon_skin_force)
222 skin = tmp;
223
224 set_dragon_name (ob, abil, skin);
225 }
226
227 CLEAR_FLAG (ob, FLAG_FRIENDLY);
228 add_friendly_object (ob);
229
230 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
231
232 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
233
234 esrv_new_player (this, ob->weight + ob->carrying);
235
236 ob->update_stats ();
237 ns->floorbox_update ();
238
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 ob->enter_exit (0);
243 ob->activate (1);
244
245 send_rules (ob);
246 send_news (ob);
247 display_motd (ob);
248 INVOKE_PLAYER (LOGIN, this);
249}
250
251void
252player::disconnect ()
253{
254 if (ob)
255 ob->deactivate (1);
256
257 //TODO: don't be so harsh and destroy :)
258 if (ns)
259 {
260 if (enable_save)
261 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
262
263 client *ns = this->ns;
264 ns->send_packet ("goodbye");
265 ns->flush ();
266 ns->pl = 0;
267 this->ns = 0;
268
269 ns->destroy ();
270 destroy ();
271 }
272}
273
274// the need for this function can be explained
275// by load_object not returning the object
276void
277player::set_object (object *op)
278{
279 ob = op;
280 ob->contr = this; /* this aren't yet in archetype */
281
282 ob->speed_left = 0.5;
283 ob->speed = 1.0;
284 ob->direction = 5; /* So player faces south */
285 ob->stats.wc = 2;
286 ob->run_away = 25; /* Then we panick... */
287
288 set_first_map (ob);
289
290 ob->roll_stats ();
291}
292
293player::player ()
294{
225 /* There are some elements we want initialized to non zero value - 295 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 296 * we deal with that below this point.
227 */ 297 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 298 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 299 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 300 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 301
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 302 assign (savebed_map, first_map_path); /* Init. respawn position */
239 303
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; 304 gen_sp_armour = 10;
258 p->last_speed = -1; 305 last_speed = -1;
259 p->shoottype = range_none; 306 shoottype = range_none;
260 p->bowtype = bow_normal; 307 bowtype = bow_normal;
261 p->petmode = pet_normal; 308 petmode = pet_normal;
262 p->listening = 10; 309 listening = 10;
263 p->usekeys = containers; 310 usekeys = containers;
264 p->last_weapon_sp = -1; 311 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 312 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 313 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);
273 314
274 /* we need to clear these to -1 and not zero - otherwise, 315 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 316 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 317 * send new values to the client, as things like exp start
277 * at zero. 318 * at zero.
278 */ 319 */
279 for (i = 0; i < NUM_SKILLS; i++) 320 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 321 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 322
285 for (i = 0; i < NROFATTACKS; i++) 323 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 324 last_resist[i] = -1;
287 325
288 p->last_stats.exp = -1; 326 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 327 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 328}
296 329
297/* This loads the first map an puts the player on it. */ 330void
298static void 331player::do_destroy ()
299set_first_map (object *op)
300{ 332{
301 strcpy (op->contr->maplevel, first_map_path); 333 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 334
335 save (false);
336 enable_save = false;
337
338 attachable::do_destroy ();
339
340 terminate_all_pets (ob);
341
342 if (first_player != this)
343 {
344 player *prev = first_player;
345
346 while (prev && prev->next && prev->next != this)
347 prev = prev->next;
348
349 if (prev->next != this)
350 {
351 LOG (llevError, "Free_player: Can't find previous player.\n");
352 abort ();
353 }
354
355 prev->next = next;
356 }
357 else
358 first_player = next;
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
307/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
309 * mode. 375 * mode.
310 */ 376 */
311 377player *
312int 378player::create ()
313add_player (client *ns)
314{ 379{
315 player *p = new player; 380 player *pl = new player;
316 381
317 p->socket = ns; 382 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 383
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; 384 return pl;
336} 385}
337 386
338/* 387/*
339 * get_player_archetype() return next player archetype from archetype 388 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 389 * list. Not very efficient routine, but used only creating new players.
365 414
366object * 415object *
367get_nearest_player (object *mon) 416get_nearest_player (object *mon)
368{ 417{
369 object *op = NULL; 418 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 419 objectlink *ol;
372 unsigned lastdist; 420 unsigned lastdist;
373 rv_vector rv; 421 rv_vector rv;
374 422
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 423 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
407 { 455 {
408 op = ol->ob; 456 op = ol->ob;
409 lastdist = rv.distance; 457 lastdist = rv.distance;
410 } 458 }
411 } 459 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 460
413 { 461 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 462 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 463 if (lastdist > rv.distance)
418 { 464 {
419 op = pl->ob; 465 op = pl->ob;
420 lastdist = rv.distance; 466 lastdist = rv.distance;
421 } 467 }
422 } 468
423 }
424#if 0 469#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 470 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 471#endif
427 return op; 472 return op;
428} 473}
446 * circling behaviour. Unfortunately, this function is also used to determined 491 * 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 492 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 493 * is probably not a good thing.
449 */ 494 */
450#define MAX_SPACES 50 495#define MAX_SPACES 50
451
452 496
453/* 497/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 498 * 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 499 * 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 500 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 739 /* Need to set up the skill pointers */
696 link_player_skills (pl); 740 link_player_skills (pl);
697} 741}
698 742
699void 743void
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) 744get_party_password (object *op, partylist *party)
785{ 745{
786 if (party == NULL) 746 if (party == NULL)
787 { 747 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 748 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 749 return;
790 } 750 }
751
791 op->contr->write_buf[0] = '\0'; 752 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 753 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 754 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 755 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 756}
796
797 757
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 758/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 759static int
800roll_stat (void) 760roll_stat (void)
801{ 761{
802 int a[4], i, j, k; 762 int a[4], i, j, k;
803 763
804 for (i = 0; i < 4; i++) 764 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 767 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 768 if (a[i] < k)
809 k = a[i], j = i; 769 k = a[i], j = i;
810 770
811 for (i = 0, k = 0; i < 4; i++) 771 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 772 if (i != j)
814 k += a[i]; 773 k += a[i];
815 } 774
816 return k; 775 return k;
817} 776}
818 777
819void 778void
820roll_stats (object *op) 779object::roll_stats ()
821{ 780{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 781 int statsort [7];
825 782
826 do 783 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 } 784 {
837 while (sum < 82 || sum > 116); 785 int sum = 0;
786 for (int i = 7; i--; )
787 sum += statsort [i] = roll_stat ();
838 788
789 if (sum >= 82 && sum <= 116)
790 break;
791 }
792
839 /* Sort the stats so that rerolling is easier... */ 793 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 794 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;
847 795
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]; 796 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 797 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 798 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 799 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 800 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 801 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 802 stats.Cha = statsort[6];
872 803
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; 804 stats.exp = 0;
884 op->stats.ac = 0; 805 stats.ac = 0;
885 806
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; 807 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 808 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 809 stats.grace = stats.maxgrace;
810
811 if (contr)
812 {
813 contr->levhp[1] = 9;
814 contr->levsp[1] = 6;
815 contr->levgrace[1] = 3;
816
894 op->contr->orig_stats = op->stats; 817 contr->orig_stats = stats;
818 }
895} 819}
896 820
897void 821void
898Roll_Again (object *op) 822object::swap_stats (int a, int b)
899{ 823{
900 esrv_new_player (op->contr, 0); 824 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 825 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 826 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 827
905void 828 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 829 stats.Dex = contr->orig_stats.Dex;
830 stats.Con = contr->orig_stats.Con;
831 stats.Int = contr->orig_stats.Int;
832 stats.Wis = contr->orig_stats.Wis;
833 stats.Pow = contr->orig_stats.Pow;
834 stats.Cha = contr->orig_stats.Cha;
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856}
857
858static void
859start_info (object *op)
907{ 860{
908 signed char tmp;
909 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
910 862
911 if (op->contr->Swap_First == -1) 863 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
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);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 864 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 865 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
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;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->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 {
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); 866 //new_draw_info (NDI_UNIQUE, 0, op, " ");
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} 867}
1026 868
1027/* This function takes the key that is passed, and does the 869/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 870 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 871 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 872 * separate race and class; this actually changes the RACE,
1031 * not the class. 873 * not the class.
1032 */ 874 */
1033
1034int 875int
1035key_change_class (object *op, char key) 876key_change_class (object *op, char key)
1036{ 877{
1037 int tmp_loop; 878 int tmp_loop;
1038 879
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 880 if (key == 'd' || key == 'D')
1046 { 881 {
1047 char buf[MAX_BUF]; 882 char buf[MAX_BUF];
1048 883
1049 /* this must before then initial items are given */ 884 /* this must before then initial items are given */
1054 create_treasure (tl, op, 0, 0, 0); 889 create_treasure (tl, op, 0, 0, 0);
1055 890
1056 INVOKE_PLAYER (BIRTH, op->contr); 891 INVOKE_PLAYER (BIRTH, op->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 892 INVOKE_PLAYER (LOGIN, op->contr);
1058 893
1059 op->contr->state = ST_PLAYING; 894 op->contr->ns->state = ST_PLAYING;
1060 895
1061 if (op->msg) 896 if (op->msg)
1062 op->msg = NULL; 897 op->msg = NULL;
1063 898
1064 /* We create this now because some of the unique maps will need it 899 /* We create this now because some of the unique maps will need it
1073 start_info (op); 908 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 909 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 910 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 911 link_player_skills (op);
1077 esrv_send_inventory (op, op); 912 esrv_send_inventory (op, op);
1078 fix_player (op); 913 op->update_stats ();
1079 914
1080 /* This moves the player to a different start map, if there 915 /* This moves the player to a different start map, if there
1081 * is one for this race 916 * is one for this race
1082 */ 917 */
1083 if (*first_map_ext_path) 918 if (*first_map_ext_path)
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 923 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 924 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 925 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 926 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 927 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 928 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 929 * if the map isn't there, then stay on the
1095 * default initial map */ 930 * default initial map */
1096 tmp->destroy (); 931 tmp->destroy ();
1097 } 932 }
1098 else 933 else
1109 while (!tmp_loop) 944 while (!tmp_loop)
1110 { 945 {
1111 shstr name = op->name; 946 shstr name = op->name;
1112 int x = op->x, y = op->y; 947 int x = op->x, y = op->y;
1113 948
1114 remove_statbonus (op); 949 op->remove_statbonus ();
1115 op->remove (); 950 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 951 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 952 op->arch->clone.copy_to (op);
1118 op->instantiate (); 953 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 954 op->stats = op->contr->orig_stats;
1121 op->x = x; 956 op->x = x;
1122 op->y = y; 957 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 958 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 959 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 960 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 961 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 962 tmp_loop = allowed_class (op);
1128 } 963 }
1129 964
1130 update_object (op, UP_OBJ_FACE); 965 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 966 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 967 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 968 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 969 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 970 op->stats.grace = 0;
1136 971
1137 if (op->msg) 972 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 973 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 974
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 975 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; 976 return 0;
1142} 977}
1143 978
1144int 979int
1145key_confirm_quit (object *op, char key) 980key_confirm_quit (object *op, char key)
1146{ 981{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 982 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 983 {
1151 op->contr->state = ST_PLAYING; 984 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 985 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 986 return 1;
1154 } 987 }
1155 988
1156 INVOKE_PLAYER (LOGOUT, op->contr); 989 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr); 990 INVOKE_PLAYER (QUIT, op->contr);
1158 991
992 op->contr->enable_save = false;
993
1159 terminate_all_pets (op); 994 terminate_all_pets (op);
1160 leave_map (op); 995 op->remove ();
1161 op->direction = 0; 996 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 997 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 998
1164 strcpy (op->contr->killer, "quit"); 999 strcpy (op->contr->killer, "quit");
1165 check_score (op); 1000 check_score (op);
1166 op->contr->party = NULL; 1001 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 1002 op->contr->own_title[0] = '\0';
1003 op->contr->destroy ();
1169 1004
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* 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,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1; 1005 return 1;
1191} 1006}
1192 1007
1193void 1008void
1194flee_player (object *op) 1009flee_player (object *op)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1147 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)))); 1148 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1149 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1150 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)))); 1151 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1152
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1153 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 } 1154 }
1155
1368 /* philosophy: 1156 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1157 * 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 1158 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1159 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1160 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1161 * example.
1374 * The drawback: right now it has no frontend, so you need to 1162 * 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 1163 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1164 * convert to decimal and then 'pickup <#>
1876 return 0; 1664 return 0;
1877 } 1665 }
1878 1666
1879 arrow->set_owner (op); 1667 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1668 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1669 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1670
1886 if (op->type == PLAYER) 1671 if (op->type == PLAYER)
1887 { 1672 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1674 op->update_stats ();
1890 } 1675 }
1891 1676
1892 SET_ANIMATION (arrow, arrow->direction); 1677 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1679 arrow->stats.hp = arrow->stats.dam;
1904 1689
1905 /* update the speed */ 1690 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1693
1909 if (arrow->speed < 1.0) 1694 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1695 arrow->speed_left = 0;
1913 1696
1914 if (op->type == PLAYER) 1697 if (op->type == PLAYER)
1915 { 1698 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1712 arrow->attacktype |= bow->attacktype;
1930 1713
1931 if (bow->slaying) 1714 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1715 arrow->slaying = bow->slaying;
1933 1716
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1717 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1719
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1721 m->insert (arrow, sx, sy, op);
1940 1722
1941 if (!arrow->destroyed ()) 1723 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1724 move_arrow (arrow);
1943 1725
1944 if (op->type == PLAYER) 1726 if (op->type == PLAYER)
1970 } 1752 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1753 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1754 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1756 wcmod = -1;
1757
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1758 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1759 }
1977 else if (op->contr->bowtype == bow_threewide) 1760 else if (op->contr->bowtype == bow_threewide)
1978 { 1761 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1762 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1832
2050 if (item->arch) 1833 if (item->arch)
2051 { 1834 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1835 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1836 item->face = item->arch->clone.face;
2054 item->speed = 0; 1837 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1838 }
1839
2057 if ((tmp = item->in_player ())) 1840 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1841 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1842 }
2060 } 1843 }
2061 else if (item->type == ROD || item->type == HORN) 1844 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1845 drain_rod_charge (item);
2064 }
2065 } 1846 }
2066} 1847}
2067 1848
2068/* Received a fire command for the player - go and do it. 1849/* Received a fire command for the player - go and do it.
2069 */ 1850 */
2554 /* call this here - we also will call this in do_ericserver, but 2335 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2336 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2337 * called, so we recheck it here.
2557 */ 2338 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ; 2341 ;
2561 2342
2562 if (op->speed_left < 0) 2343 if (op->speed_left < 0)
2563 return 0; 2344 return 0;
2564 2345
2603 op->stats.hp = op->stats.maxhp; 2384 op->stats.hp = op->stats.maxhp;
2604 2385
2605 if (op->stats.food < 0) 2386 if (op->stats.food < 0)
2606 op->stats.food = 999; 2387 op->stats.food = 999;
2607 2388
2608 fix_player (op); 2389 op->update_stats ();
2609 return 1; 2390 return 1;
2610 } 2391 }
2611 2392
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2393 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2406{
2626 object *next; 2407 object *next;
2627 2408
2628 while (op) 2409 while (op)
2629 { 2410 {
2630 next = op->below; /* Make sure we have a good value, in case 2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2412
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2413 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2414 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2415 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2416 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2417
2418 op->insert_at (env);
2641 } 2419 }
2642 else if (op->inv) 2420 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2421 remove_unpaid_objects (op->inv, env);
2644 2422
2645 op = next; 2423 op = next;
2646 } 2424 }
2647} 2425}
2648
2649 2426
2650/* 2427/*
2651 * Returns pointer a static string containing gravestone text 2428 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2429 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2430 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2465 strcat (buf2, buf);
2689 2466
2690 return buf2; 2467 return buf2;
2691} 2468}
2692
2693
2694 2469
2695void 2470void
2696do_some_living (object *op) 2471do_some_living (object *op)
2697{ 2472{
2698 int last_food = op->stats.food; 2473 int last_food = op->stats.food;
2707 const int max_grace = 1; 2482 const int max_grace = 1;
2708 2483
2709 if (op->contr->outputs_sync) 2484 if (op->contr->outputs_sync)
2710 { 2485 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2486 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) 2487 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]); 2488 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2489 }
2715 2490
2716 if (op->contr->state == ST_PLAYING) 2491 if (op->contr->ns->state == ST_PLAYING)
2717 { 2492 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2493 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2494 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2495 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2496 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2497 else
2724 { 2498 {
2725 gen_hp = op->stats.maxhp; 2499 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2500 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2501 }
2502
2728 if (op->contr->gen_sp >= 0) 2503 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2504 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2505 else
2731 { 2506 {
2732 gen_sp = op->stats.maxsp; 2507 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2508 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2509 }
2510
2735 if (op->contr->gen_grace >= 0) 2511 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2513 else
2738 { 2514 {
2739 gen_grace = op->stats.maxgrace; 2515 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2531 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2532 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2533 op->stats.food = last_food;
2758 } 2534 }
2759 } 2535 }
2536
2760 if (max_sp > 1) 2537 if (max_sp > 1)
2761 { 2538 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2539 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2540 if (over_sp > 0)
2764 { 2541 {
2765 if (op->stats.sp < op->stats.maxsp) 2542 if (op->stats.sp < op->stats.maxsp)
2766 { 2543 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2547 op->stats.sp--;
2548
2770 if (op->stats.sp > op->stats.maxsp) 2549 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2550 op->stats.sp = op->stats.maxsp;
2772 } 2551 }
2773 op->last_sp = 0; 2552 op->last_sp = 0;
2774 } 2553 }
2775 else 2554 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2556 }
2780 else 2557 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2559 }
2785 2560
2786 /* Regenerate Grace */ 2561 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2562 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2563 if (--op->last_grace < 0)
2789 { 2564 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2565 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2566 op->stats.grace++; /* no penalty in food for regaining grace */
2567
2792 if (max_grace > 1) 2568 if (max_grace > 1)
2793 { 2569 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2570 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2571 if (over_grace > 0)
2796 { 2572 {
2824 op->stats.food += op->contr->digestion; 2600 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2601 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2602 op->stats.food = last_food;
2827 } 2603 }
2828 } 2604 }
2605
2829 if (max_hp > 1) 2606 if (max_hp > 1)
2830 { 2607 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2609 if (over_hp > 0)
2833 { 2610 {
2857 2634
2858 if (op->contr->gen_hp > 0) 2635 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2636 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2637 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639
2862 /* dms do not consume food */ 2640 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2641 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2642 op->stats.food--;
2865 } 2643 }
2866 }
2867 2644
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2645 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2646 {
2870 object *tmp, *flesh = NULL; 2647 object *tmp, *flesh = 0;
2871 2648
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2649 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2650 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2651 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2652 {
2653 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2654 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2655 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2656 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2657 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2658 break;
2882 } 2659 }
2883 else if (tmp->type == FLESH) 2660 else if (tmp->type == FLESH)
2884 flesh = tmp; 2661 flesh = tmp;
2885 } /* End if paid for object */ 2662 } /* End if paid for object */
2886 } /* end of for loop */ 2663 } /* end of for loop */
2664
2887 /* If player is still starving, it means they don't have any food, so 2665 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2666 * eat flesh instead.
2889 */ 2667 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2668 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2669 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2671 manual_apply (op, flesh, 0);
2894 } 2672 }
2895 } /* end if player is starving */ 2673 }
2896 2674
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2675 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2676 op->stats.food++, op->stats.hp--;
2899 2677
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2679 kill_player (op);
2680 }
2902} 2681}
2903
2904
2905 2682
2906/* If the player should die (lack of hp, food, etc), we call this. 2683/* 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 2684 * 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 2685 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2686 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2716 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2717 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2718
2942 /* restore player */ 2719 /* restore player */
2943 at = archetype::find ("poisoning"); 2720 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2721 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2722 {
2947 tmp->destroy (); 2723 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2724 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2725 }
2950 2726
2951 at = archetype::find ("confusion"); 2727 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2728 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2729 {
2955 tmp->destroy (); 2730 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2732 }
2958 2733
2960 op->stats.hp = op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2736 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2737 op->stats.food = 999;
2963 2738
2964 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2740 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2741 {
2968 sprintf (buf, "%s's finger", &op->name); 2742 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2743 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2744 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2745 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2747 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2748 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2749 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2750 op->insert_at (tmp, op);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2751 }
2979 2752
2980 /* teleport defeated player to new destination */ 2753 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2754 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2755 op->contr->braced = 0;
3008 op->stats.hp = op->stats.maxhp; 2781 op->stats.hp = op->stats.maxhp;
3009 return; 2782 return;
3010 } 2783 }
3011 sprintf (buf, "%s died.", &op->name); 2784 sprintf (buf, "%s died.", &op->name);
3012 } 2785 }
2786
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2788
3015 /* save the map location for corpse, gravestone */ 2789 /* save the map location for corpse, gravestone */
3016 x = op->x; 2790 x = op->x;
3017 y = op->y; 2791 y = op->y;
3018 map = op->map; 2792 map = op->map;
3019 2793
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2794 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2795 * 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. 2796 * See the config.h file for a little more in depth detail about this.
3026 */ 2797 */
3027 2798
3028 /* Basically two ways to go - remove a stat permanently, or just 2799 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2800 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2801 * of death.
3031 */ 2802 */
3032#ifndef COZY_SERVER 2803#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2804 if (settings.balanced_stat_loss)
3034 { 2805 {
3035 /* If stat loss is permanent, lose one stat only. */ 2806 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2807 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2808 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2809 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2810 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2811 little bit harder. */
3041 /* GD */ 2812 /* GD */
3042 if (settings.stat_loss_on_death) 2813 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2814 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2815 else
3048 { 2816 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2817 }
2818 else
3049 num_stats_lose = 1; 2819 num_stats_lose = 1;
3050 } 2820
3051 lost_a_stat = 0; 2821 lost_a_stat = 0;
3052 2822
3053 for (z = 0; z < num_stats_lose; z++) 2823 for (z = 0; z < num_stats_lose; z++)
3054 { 2824 {
3055 i = RANDOM () % NUM_STATS; 2825 i = RANDOM () % NUM_STATS;
3056 2826
3057 if (settings.stat_loss_on_death) 2827 if (settings.stat_loss_on_death)
3058 { 2828 {
3059 /* Pick a random stat and take a point off it. Tell the player 2829 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2830 * what he lost.
3061 */ 2831 */
3062 change_attr_value (&(op->stats), i, -1); 2832 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2833 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2834 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2835 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2836 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2837 lost_a_stat = 1;
2838 }
2839 else
2840 {
2841 /* deplete a stat */
2842 archetype *deparch = archetype::find ("depletion");
2843 object *dep;
2844
2845 dep = present_arch_in_ob (deparch, op);
2846 if (!dep)
2847 {
2848 dep = arch_to_object (deparch);
2849 insert_ob_in_ob (dep, op);
3068 } 2850 }
3069 else 2851 lose_this_stat = 1;
2852 if (settings.balanced_stat_loss)
3070 { 2853 {
3071 /* deplete a stat */ 2854 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2855 /* Get the stat that we're about to deplete. */
3073 object *dep; 2856 this_stat = get_attr_value (&(dep->stats), i);
3074 2857 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2858 {
3078 dep = arch_to_object (deparch); 2859 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2860 int keep_chance = this_stat * this_stat;
3080 } 2861
3081 lose_this_stat = 1; 2862 /* 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) 2863 if (keep_chance < 1)
2864 keep_chance = 1;
2865
2866 /* There is a maximum depletion total per level. */
2867 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2868 {
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; 2869 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2870 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2871 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 } 2872 }
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 */ 2873 else
3123 if (this_stat >= -50)
3124 { 2874 {
3125 change_attr_value (&(dep->stats), i, -1); 2875 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; 2876 lose_this_stat = 0;
2877 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2878 this_stat, keep_chance, loss_chance,
2879 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2880 }
3131 } 2881 }
3132 } 2882 }
2883
2884 if (lose_this_stat)
2885 {
2886 this_stat = get_attr_value (&(dep->stats), i);
2887 /* We could try to do something clever like find another
2888 * stat to reduce if this fails. But chances are, if
2889 * stats have been depleted to -50, all are pretty low
2890 * and should be roughly the same, so it shouldn't make a
2891 * difference.
2892 */
2893 if (this_stat >= -50)
2894 {
2895 change_attr_value (&(dep->stats), i, -1);
2896 SET_FLAG (dep, FLAG_APPLIED);
2897 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2898 op->update_stats ();
2899 lost_a_stat = 1;
2900 }
3133 } 2901 }
2902 }
2903 }
3134 /* If no stat lost, tell the player. */ 2904 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2905 if (!lost_a_stat)
3136 { 2906 {
3137 /* determine_god() seems to not work sometimes... why is this? 2907 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2908 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2909 const char *god = determine_god (op);
3140 2910
3141 if (god && (strcmp (god, "none"))) 2911 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); 2912 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2913 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2915 }
3146#else 2916#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2918#endif
3149 2919
3150 /* Put a gravestone up where the character 'almost' died. List the 2920 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2921 * exp loss on the stone.
3152 */ 2922 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2923 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2924 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2925 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2926 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2927 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); 2928 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; 2929 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2930 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2932
3163 /**************************************/ 2933 /**************************************/
3164 /* */ 2934 /* */
3165 /* Subtract the experience points, */ 2935 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2936 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2937 /* food, and reset HP's... */
3168 /* */ 2938 /* */
3169 /**************************************/ 2939 /**************************************/
3170 2940
3171 /* remove any poisoning and confusion the character may be suffering. */ 2941 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2942 /* restore player */
3173 at = archetype::find ("poisoning"); 2943 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2944 tmp = present_arch_in_ob (at, op);
3175 2945
3176 if (tmp) 2946 if (tmp)
3177 { 2947 {
3178 tmp->destroy (); 2948 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2949 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2950 }
3181 2951
3182 at = archetype::find ("confusion"); 2952 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2953 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2954 if (tmp)
3185 { 2955 {
3186 tmp->destroy (); 2956 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2958 }
3189 2959
3190 cure_disease (op, 0); /* remove any disease */ 2960 cure_disease (op, 0); /* remove any disease */
3191 2961
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2962 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2963 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2964 if (op->stats.food < 100)
3195 op->stats.food = 900; 2965 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2969
3200 /* 2970 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2971 * 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 2972 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2973 * in the map.
3204 */ 2974 */
3205 2975
3206 if (is_in_shop (op)) 2976 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2977 remove_unpaid_objects (op->inv, op);
3208 2978
3209 /****************************************/ 2979 /****************************************/
3210 /* */ 2980 /* */
3211 /* Move player to his current respawn- */ 2981 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2982 /* position (usually last savebed) */
3213 /* */ 2983 /* */
3214 /****************************************/ 2984 /****************************************/
3215 2985
3216 enter_player_savebed (op); 2986 enter_player_savebed (op);
3217 2987
3218 /* Save the player before inserting the force to reduce 2988 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 2989 * chance of abuse.
3220 */ 2990 */
3221 op->contr->braced = 0; 2991 op->contr->braced = 0;
3222 save_player (op, 1); 2992 op->contr->save ();
3223 2993
3224 /* it is possible that the player has blown something up 2994 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 2995 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 2996 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 2997 * on the space that might harm the player.
3228 */ 2998 */
3229 will_kill_again = 0; 2999 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3000 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 3001 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 3002 will_kill_again |= tmp->attacktype;
3233 3003
3234 if (will_kill_again) 3004 if (will_kill_again)
3235 { 3005 {
3236 object *force; 3006 object *force;
3237 int at; 3007 int at;
3238 3008
3239 force = get_archetype (FORCE_NAME); 3009 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3010 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3011 force->speed = 0.1;
3242 force->speed_left = -5.0; 3012 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3013 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3014 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3015 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3016 force->resist[at] = 100;
3247 3017
3248 insert_ob_in_ob (force, op); 3018 insert_ob_in_ob (force, op);
3249 fix_player (op); 3019 op->update_stats ();
3250 3020
3251 } 3021 }
3252 3022
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3023 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} 3024}
3322
3323 3025
3324void 3026void
3325loot_object (object *op) 3027loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3028{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3029 object *tmp, *tmp2, *next;
3328 3030
3329 if (op->container) 3031 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3032 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3033
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3034 for (tmp = op->inv; tmp; tmp = next)
3335 { 3035 {
3336 next = tmp->below; 3036 next = tmp->below;
3037
3337 if (tmp->invisible) 3038 if (tmp->invisible)
3338 continue; 3039 continue;
3040
3339 tmp->remove (); 3041 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3042 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3043 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3044 { /* empty container to ground */
3343 loot_object (tmp); 3045 loot_object (tmp);
3365 */ 3067 */
3366 3068
3367void 3069void
3368fix_weight (void) 3070fix_weight (void)
3369{ 3071{
3370 player *pl; 3072 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3073 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3074 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3075
3376 if (old == sum) 3076 if (old == sum)
3377 continue; 3077 continue;
3378 fix_player (pl->ob); 3078 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3079 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3080 }
3381} 3081}
3382 3082
3383void 3083void
3384fix_luck (void) 3084fix_luck (void)
3385{ 3085{
3386 player *pl; 3086 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 3087 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3088 pl->ob->change_luck (0);
3391} 3089}
3392
3393 3090
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3091/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3092 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3093 * just treat this as any other spell casting object.
3397 */ 3094 */
3398
3399void 3095void
3400cast_dust (object *op, object *throw_ob, int dir) 3096cast_dust (object *op, object *throw_ob, int dir)
3401{ 3097{
3402 object *skop, *spob; 3098 object *skop, *spob;
3403 3099
3612 if (pl->type != PLAYER) 3308 if (pl->type != PLAYER)
3613 { 3309 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3310 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3311 return -1;
3616 } 3312 }
3313
3617 if (!pl || !op) 3314 if (!pl || !op)
3618 return 0; 3315 return 0;
3619 3316
3620 if (op->head)
3621 {
3622 op = op->head; 3317 op = op->head_ ();
3623 } 3318
3624 get_rangevector (pl, op, &rv, 0x1); 3319 get_rangevector (pl, op, &rv, 0x1);
3625 3320
3626 /* starting with the 'head' part, lets loop 3321 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3322 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3323 * part that is in the los array but isnt on
3636 3331
3637 /* only the viewable area the player sees is updated by LOS 3332 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3333 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3334 * for any meaningful values.
3640 */ 3335 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3337 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3338 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3339 return 1;
3645 op = op->more; 3340 op = op->more;
3646 } 3341 }
3647 return 0; 3342 return 0;
3648} 3343}
3834 { 3529 {
3835 /* forces in the treasurelist can alter the player's stats */ 3530 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3531 object *skin;
3837 3532
3838 /* first get the dragon skin force */ 3533 /* first get the dragon skin force */
3534 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); 3535 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3536 ;
3537
3840 if (skin == NULL) 3538 if (!skin)
3841 return; 3539 return;
3842 3540
3843 /* adding new spellpath attunements */ 3541 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3542 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3543 {

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