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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 1.77 by root, Sun Dec 31 21:02:05 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 op->contr->maplevel = first_map_path;
193 if (*cp == '-' || *cp == '_') 164 op->x = -1;
194 return 0; 165 op->y = -1;
195
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} 166}
202 167
203/* This no longer sets the player map. Also, it now updates 168void
204 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 170{
217 object *op = arch_to_object (get_player_archetype (0)); 171 object *tmp = object::create ();
218 int i;
219 172
220 /* Clears basically the entire player structure except 173 EXIT_PATH (tmp) = maplevel;
221 * for next and socket. 174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 217 */
223 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
224 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 INVOKE_PLAYER (LOGIN, this);
261}
262
263void
264player::disconnect ()
265{
266 if (ob)
267 ob->deactivate_recursive ();
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284}
285
286// the need for this function can be explained
287// by load_object not returning the object
288void
289player::set_object (object *op)
290{
291 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */
293
294 ob->speed_left = 0.5;
295 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 ob->roll_stats ();
301}
302
303player::player ()
304{
225 /* There are some elements we want initialized to non zero value - 305 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 306 * we deal with that below this point.
227 */ 307 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 308 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 309 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 310 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 311
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 312 savebed_map = first_map_path; /* Init. respawn position */
239 313
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; 314 gen_sp_armour = 10;
258 p->last_speed = -1; 315 last_speed = -1;
259 p->shoottype = range_none; 316 shoottype = range_none;
260 p->bowtype = bow_normal; 317 bowtype = bow_normal;
261 p->petmode = pet_normal; 318 petmode = pet_normal;
262 p->listening = 10; 319 listening = 10;
263 p->usekeys = containers; 320 usekeys = containers;
264 p->last_weapon_sp = -1; 321 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 322 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 323 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);
273 324
274 /* we need to clear these to -1 and not zero - otherwise, 325 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 326 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 327 * send new values to the client, as things like exp start
277 * at zero. 328 * at zero.
278 */ 329 */
279 for (i = 0; i < NUM_SKILLS; i++) 330 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 331 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 332
285 for (i = 0; i < NROFATTACKS; i++) 333 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 334 last_resist[i] = -1;
287 335
288 p->last_stats.exp = -1; 336 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 337 last_weight = (uint32) - 1;
290
291 p->socket->update_look = 0;
292 p->socket->look_position = 0;
293
294 return p;
295} 338}
296 339
297/* This loads the first map an puts the player on it. */ 340void
298static void 341player::do_destroy ()
299set_first_map (object *op)
300{ 342{
301 strcpy (op->contr->maplevel, first_map_path); 343 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 344
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
307/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
309 * mode. 385 * mode.
310 */ 386 */
311 387player *
312int 388player::create ()
313add_player (client *ns)
314{ 389{
315 player *p = new player; 390 player *pl = new player;
316 391
317 p->socket = ns; 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 393 set_first_map (pl->ob);
326 394
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; 395 return pl;
336} 396}
337 397
338/* 398/*
339 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
365 425
366object * 426object *
367get_nearest_player (object *mon) 427get_nearest_player (object *mon)
368{ 428{
369 object *op = NULL; 429 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 430 objectlink *ol;
372 unsigned lastdist; 431 unsigned lastdist;
373 rv_vector rv; 432 rv_vector rv;
374 433
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
407 { 466 {
408 op = ol->ob; 467 op = ol->ob;
409 lastdist = rv.distance; 468 lastdist = rv.distance;
410 } 469 }
411 } 470 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 471
413 { 472 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 473 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 474 if (lastdist > rv.distance)
418 { 475 {
419 op = pl->ob; 476 op = pl->ob;
420 lastdist = rv.distance; 477 lastdist = rv.distance;
421 } 478 }
422 } 479
423 }
424#if 0 480#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 481 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 482#endif
427 return op; 483 return op;
428} 484}
446 * circling behaviour. Unfortunately, this function is also used to determined 502 * 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 503 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 504 * is probably not a good thing.
449 */ 505 */
450#define MAX_SPACES 50 506#define MAX_SPACES 50
451
452 507
453/* 508/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 509 * 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 510 * 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 511 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
696 link_player_skills (pl); 751 link_player_skills (pl);
697} 752}
698 753
699void 754void
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) 755get_party_password (object *op, partylist *party)
785{ 756{
786 if (party == NULL) 757 if (party == NULL)
787 { 758 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 760 return;
790 } 761 }
762
791 op->contr->write_buf[0] = '\0'; 763 op->contr->write_buf[0] = '\0';
792 op->contr->state = ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
794 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 767}
796
797 768
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 770static int
800roll_stat (void) 771roll_stat (void)
801{ 772{
802 int a[4], i, j, k; 773 int a[4], i, j, k;
803 774
804 for (i = 0; i < 4; i++) 775 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 779 if (a[i] < k)
809 k = a[i], j = i; 780 k = a[i], j = i;
810 781
811 for (i = 0, k = 0; i < 4; i++) 782 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 783 if (i != j)
814 k += a[i]; 784 k += a[i];
815 } 785
816 return k; 786 return k;
817} 787}
818 788
819void 789void
820roll_stats (object *op) 790object::roll_stats ()
821{ 791{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 792 int statsort [7];
825 793
826 do 794 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 } 795 {
837 while (sum < 82 || sum > 116); 796 int sum = 0;
797 for (int i = 7; i--; )
798 sum += statsort [i] = roll_stat ();
838 799
800 if (sum >= 82 && sum <= 116)
801 break;
802 }
803
839 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 805 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;
847 806
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]; 807 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 808 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 809 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 810 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 811 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 812 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 813 stats.Cha = statsort[6];
872 814
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; 815 stats.exp = 0;
884 op->stats.ac = 0; 816 stats.ac = 0;
885 817
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; 818 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
894 op->contr->orig_stats = op->stats; 828 contr->orig_stats = stats;
829 }
895} 830}
896 831
897void 832void
898Roll_Again (object *op) 833object::swap_stats (int a, int b)
899{ 834{
900 esrv_new_player (op->contr, 0); 835 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 836 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)? "); 837 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 838
905void 839 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867}
868
869static void
870start_info (object *op)
907{ 871{
908 signed char tmp;
909 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
910 873
911 if (op->contr->Swap_First == -1) 874 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); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 876 //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); 877 //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} 878}
1026 879
1027/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
1031 * not the class. 884 * not the class.
1032 */ 885 */
1033
1034int 886int
1035key_change_class (object *op, char key) 887key_change_class (object *op, char key)
1036{ 888{
1037 int tmp_loop; 889 int tmp_loop;
1038 890
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 891 if (key == 'd' || key == 'D')
1046 { 892 {
1047 char buf[MAX_BUF]; 893 char buf[MAX_BUF];
1048 894
1049 /* this must before then initial items are given */ 895 /* this must before then initial items are given */
1054 create_treasure (tl, op, 0, 0, 0); 900 create_treasure (tl, op, 0, 0, 0);
1055 901
1056 INVOKE_PLAYER (BIRTH, op->contr); 902 INVOKE_PLAYER (BIRTH, op->contr);
1057 INVOKE_PLAYER (LOGIN, op->contr); 903 INVOKE_PLAYER (LOGIN, op->contr);
1058 904
1059 op->contr->state = ST_PLAYING; 905 op->contr->ns->state = ST_PLAYING;
1060 906
1061 if (op->msg) 907 if (op->msg)
1062 op->msg = NULL; 908 op->msg = NULL;
1063 909
1064 /* We create this now because some of the unique maps will need it 910 /* We create this now because some of the unique maps will need it
1073 start_info (op); 919 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 920 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 921 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 922 link_player_skills (op);
1077 esrv_send_inventory (op, op); 923 esrv_send_inventory (op, op);
1078 fix_player (op); 924 op->update_stats ();
1079 925
1080 /* This moves the player to a different start map, if there 926 /* This moves the player to a different start map, if there
1081 * is one for this race 927 * is one for this race
1082 */ 928 */
1083 if (*first_map_ext_path) 929 if (*first_map_ext_path)
1084 { 930 {
1085 object *tmp; 931 object *tmp;
1086 char mapname[MAX_BUF]; 932 char mapname[MAX_BUF];
1087 933
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 934 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 935 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 936 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 937 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 938 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 939 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 940 * if the map isn't there, then stay on the
1095 * default initial map */ 941 * default initial map */
1096 tmp->destroy (); 942 tmp->destroy ();
1097 } 943 }
1098 else 944 else
1109 while (!tmp_loop) 955 while (!tmp_loop)
1110 { 956 {
1111 shstr name = op->name; 957 shstr name = op->name;
1112 int x = op->x, y = op->y; 958 int x = op->x, y = op->y;
1113 959
1114 remove_statbonus (op); 960 op->remove_statbonus ();
1115 op->remove (); 961 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 962 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 963 op->arch->clone.copy_to (op);
1118 op->instantiate (); 964 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 965 op->stats = op->contr->orig_stats;
1121 op->x = x; 967 op->x = x;
1122 op->y = y; 968 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 969 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 970 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 971 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 972 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 973 tmp_loop = allowed_class (op);
1128 } 974 }
1129 975
1130 update_object (op, UP_OBJ_FACE); 976 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 977 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 978 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 979 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 980 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 981 op->stats.grace = 0;
1136 982
1137 if (op->msg) 983 if (op->msg)
1138 new_draw_info (NDI_BLUE, 0, op, op->msg); 984 new_draw_info (NDI_BLUE, 0, op, op->msg);
1139 985
1140 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 986 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; 987 return 0;
1142} 988}
1143 989
1144int 990int
1145key_confirm_quit (object *op, char key) 991key_confirm_quit (object *op, char key)
1146{ 992{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 994 {
1151 op->contr->state = ST_PLAYING; 995 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 997 return 1;
1154 } 998 }
1155 999
1156 INVOKE_PLAYER (LOGOUT, op->contr); 1000 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr); 1001 INVOKE_PLAYER (QUIT, op->contr);
1158 1002
1003 op->contr->enable_save = false;
1004
1159 terminate_all_pets (op); 1005 terminate_all_pets (op);
1160 leave_map (op); 1006 op->remove ();
1161 op->direction = 0; 1007 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 1009
1164 strcpy (op->contr->killer, "quit"); 1010 strcpy (op->contr->killer, "quit");
1165 check_score (op); 1011 check_score (op);
1166 op->contr->party = NULL; 1012 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1169 1015
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; 1016 return 1;
1191} 1017}
1192 1018
1193void 1019void
1194flee_player (object *op) 1020flee_player (object *op)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1158 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)))); 1159 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1160 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1161 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)))); 1162 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1163
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1164 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 } 1165 }
1166
1368 /* philosophy: 1167 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1168 * 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 1169 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1170 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1171 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1172 * example.
1374 * The drawback: right now it has no frontend, so you need to 1173 * 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 1174 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1175 * convert to decimal and then 'pickup <#>
1876 return 0; 1675 return 0;
1877 } 1676 }
1878 1677
1879 arrow->set_owner (op); 1678 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1679 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1680 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1681
1886 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1887 { 1683 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1685 op->update_stats ();
1890 } 1686 }
1891 1687
1892 SET_ANIMATION (arrow, arrow->direction); 1688 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1690 arrow->stats.hp = arrow->stats.dam;
1904 1700
1905 /* update the speed */ 1701 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1702 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; 1703 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1704
1909 if (arrow->speed < 1.0) 1705 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1706 arrow->speed_left = 0;
1913 1707
1914 if (op->type == PLAYER) 1708 if (op->type == PLAYER)
1915 { 1709 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1723 arrow->attacktype |= bow->attacktype;
1930 1724
1931 if (bow->slaying) 1725 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1726 arrow->slaying = bow->slaying;
1933 1727
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1728 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1730
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1731 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1732 m->insert (arrow, sx, sy, op);
1940 1733
1941 if (!arrow->destroyed ()) 1734 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1735 move_arrow (arrow);
1943 1736
1944 if (op->type == PLAYER) 1737 if (op->type == PLAYER)
1970 } 1763 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1764 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1765 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1767 wcmod = -1;
1768
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1770 }
1977 else if (op->contr->bowtype == bow_threewide) 1771 else if (op->contr->bowtype == bow_threewide)
1978 { 1772 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1773 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1843
2050 if (item->arch) 1844 if (item->arch)
2051 { 1845 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1846 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1847 item->face = item->arch->clone.face;
2054 item->speed = 0; 1848 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1849 }
1850
2057 if ((tmp = item->in_player ())) 1851 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1852 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1853 }
2060 } 1854 }
2061 else if (item->type == ROD || item->type == HORN) 1855 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1856 drain_rod_charge (item);
2064 }
2065 } 1857 }
2066} 1858}
2067 1859
2068/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
2069 */ 1861 */
2554 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2348 * called, so we recheck it here.
2557 */ 2349 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2559 for (int rep = 8; --rep && op->contr->socket->handle_command (); ) 2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2560 ; 2352 ;
2561 2353
2562 if (op->speed_left < 0) 2354 if (op->speed_left < 0)
2563 return 0; 2355 return 0;
2564 2356
2603 op->stats.hp = op->stats.maxhp; 2395 op->stats.hp = op->stats.maxhp;
2604 2396
2605 if (op->stats.food < 0) 2397 if (op->stats.food < 0)
2606 op->stats.food = 999; 2398 op->stats.food = 999;
2607 2399
2608 fix_player (op); 2400 op->update_stats ();
2609 return 1; 2401 return 1;
2610 } 2402 }
2611 2403
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2417{
2626 object *next; 2418 object *next;
2627 2419
2628 while (op) 2420 while (op)
2629 { 2421 {
2630 next = op->below; /* Make sure we have a good value, in case 2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2423
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2425 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2426 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2427 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2428
2429 op->insert_at (env);
2641 } 2430 }
2642 else if (op->inv) 2431 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2432 remove_unpaid_objects (op->inv, env);
2644 2433
2645 op = next; 2434 op = next;
2646 } 2435 }
2647} 2436}
2648
2649 2437
2650/* 2438/*
2651 * Returns pointer a static string containing gravestone text 2439 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2440 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2441 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2476 strcat (buf2, buf);
2689 2477
2690 return buf2; 2478 return buf2;
2691} 2479}
2692
2693
2694 2480
2695void 2481void
2696do_some_living (object *op) 2482do_some_living (object *op)
2697{ 2483{
2698 int last_food = op->stats.food; 2484 int last_food = op->stats.food;
2707 const int max_grace = 1; 2493 const int max_grace = 1;
2708 2494
2709 if (op->contr->outputs_sync) 2495 if (op->contr->outputs_sync)
2710 { 2496 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2497 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) 2498 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]); 2499 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2500 }
2715 2501
2716 if (op->contr->state == ST_PLAYING) 2502 if (op->contr->ns->state == ST_PLAYING)
2717 { 2503 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2504 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2505 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2506 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2507 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2508 else
2724 { 2509 {
2725 gen_hp = op->stats.maxhp; 2510 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2511 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2512 }
2513
2728 if (op->contr->gen_sp >= 0) 2514 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2515 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2516 else
2731 { 2517 {
2732 gen_sp = op->stats.maxsp; 2518 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2519 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2520 }
2521
2735 if (op->contr->gen_grace >= 0) 2522 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2524 else
2738 { 2525 {
2739 gen_grace = op->stats.maxgrace; 2526 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2542 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2544 op->stats.food = last_food;
2758 } 2545 }
2759 } 2546 }
2547
2760 if (max_sp > 1) 2548 if (max_sp > 1)
2761 { 2549 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2550 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2551 if (over_sp > 0)
2764 { 2552 {
2765 if (op->stats.sp < op->stats.maxsp) 2553 if (op->stats.sp < op->stats.maxsp)
2766 { 2554 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2558 op->stats.sp--;
2559
2770 if (op->stats.sp > op->stats.maxsp) 2560 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2561 op->stats.sp = op->stats.maxsp;
2772 } 2562 }
2773 op->last_sp = 0; 2563 op->last_sp = 0;
2774 } 2564 }
2775 else 2565 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2567 }
2780 else 2568 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2570 }
2785 2571
2786 /* Regenerate Grace */ 2572 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2574 if (--op->last_grace < 0)
2789 { 2575 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2576 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2577 op->stats.grace++; /* no penalty in food for regaining grace */
2578
2792 if (max_grace > 1) 2579 if (max_grace > 1)
2793 { 2580 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2581 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2582 if (over_grace > 0)
2796 { 2583 {
2824 op->stats.food += op->contr->digestion; 2611 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2612 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2613 op->stats.food = last_food;
2827 } 2614 }
2828 } 2615 }
2616
2829 if (max_hp > 1) 2617 if (max_hp > 1)
2830 { 2618 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2620 if (over_hp > 0)
2833 { 2621 {
2857 2645
2858 if (op->contr->gen_hp > 0) 2646 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2648 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650
2862 /* dms do not consume food */ 2651 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2652 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2653 op->stats.food--;
2865 } 2654 }
2866 }
2867 2655
2868 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2656 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2657 {
2870 object *tmp, *flesh = NULL; 2658 object *tmp, *flesh = 0;
2871 2659
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2660 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2661 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2663 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2667 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2668 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2669 break;
2882 } 2670 }
2883 else if (tmp->type == FLESH) 2671 else if (tmp->type == FLESH)
2884 flesh = tmp; 2672 flesh = tmp;
2885 } /* End if paid for object */ 2673 } /* End if paid for object */
2886 } /* end of for loop */ 2674 } /* end of for loop */
2675
2887 /* If player is still starving, it means they don't have any food, so 2676 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2677 * eat flesh instead.
2889 */ 2678 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2680 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2682 manual_apply (op, flesh, 0);
2894 } 2683 }
2895 } /* end if player is starving */ 2684 }
2896 2685
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2686 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2687 op->stats.food++, op->stats.hp--;
2899 2688
2900 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2690 kill_player (op);
2691 }
2902} 2692}
2903
2904
2905 2693
2906/* If the player should die (lack of hp, food, etc), we call this. 2694/* 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 2695 * 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 2696 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2697 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2727 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..."); 2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2729
2942 /* restore player */ 2730 /* restore player */
2943 at = archetype::find ("poisoning"); 2731 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2732 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2733 {
2947 tmp->destroy (); 2734 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2736 }
2950 2737
2951 at = archetype::find ("confusion"); 2738 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2739 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2740 {
2955 tmp->destroy (); 2741 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2743 }
2958 2744
2960 op->stats.hp = op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2747 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2748 op->stats.food = 999;
2963 2749
2964 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2751 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2752 {
2968 sprintf (buf, "%s's finger", &op->name); 2753 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2754 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " 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); 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2758 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2761 op->insert_at (tmp, op);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2762 }
2979 2763
2980 /* teleport defeated player to new destination */ 2764 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2766 op->contr->braced = 0;
3008 op->stats.hp = op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
3009 return; 2793 return;
3010 } 2794 }
3011 sprintf (buf, "%s died.", &op->name); 2795 sprintf (buf, "%s died.", &op->name);
3012 } 2796 }
2797
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2799
3015 /* save the map location for corpse, gravestone */ 2800 /* save the map location for corpse, gravestone */
3016 x = op->x; 2801 x = op->x;
3017 y = op->y; 2802 y = op->y;
3018 map = op->map; 2803 map = op->map;
3019 2804
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2806 * 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. 2807 * See the config.h file for a little more in depth detail about this.
3026 */ 2808 */
3027 2809
3028 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2812 * of death.
3031 */ 2813 */
3032#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2815 if (settings.balanced_stat_loss)
3034 { 2816 {
3035 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2819 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2822 little bit harder. */
3041 /* GD */ 2823 /* GD */
3042 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2825 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2826 else
3048 { 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
3049 num_stats_lose = 1; 2830 num_stats_lose = 1;
3050 } 2831
3051 lost_a_stat = 0; 2832 lost_a_stat = 0;
3052 2833
3053 for (z = 0; z < num_stats_lose; z++) 2834 for (z = 0; z < num_stats_lose; z++)
3054 { 2835 {
3055 i = RANDOM () % NUM_STATS; 2836 i = RANDOM () % NUM_STATS;
3056 2837
3057 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
3058 { 2839 {
3059 /* Pick a random stat and take a point off it. Tell the player 2840 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2841 * what he lost.
3061 */ 2842 */
3062 change_attr_value (&(op->stats), i, -1); 2843 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2844 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2845 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2846 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2848 lost_a_stat = 1;
2849 }
2850 else
2851 {
2852 /* deplete a stat */
2853 archetype *deparch = archetype::find ("depletion");
2854 object *dep;
2855
2856 dep = present_arch_in_ob (deparch, op);
2857 if (!dep)
2858 {
2859 dep = arch_to_object (deparch);
2860 insert_ob_in_ob (dep, op);
3068 } 2861 }
3069 else 2862 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss)
3070 { 2864 {
3071 /* deplete a stat */ 2865 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2866 /* Get the stat that we're about to deplete. */
3073 object *dep; 2867 this_stat = get_attr_value (&(dep->stats), i);
3074 2868 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2869 {
3078 dep = arch_to_object (deparch); 2870 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2871 int keep_chance = this_stat * this_stat;
3080 } 2872
3081 lose_this_stat = 1; 2873 /* 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) 2874 if (keep_chance < 1)
2875 keep_chance = 1;
2876
2877 /* There is a maximum depletion total per level. */
2878 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2879 {
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; 2880 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2881 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2882 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 } 2883 }
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 */ 2884 else
3123 if (this_stat >= -50)
3124 { 2885 {
3125 change_attr_value (&(dep->stats), i, -1); 2886 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; 2887 lose_this_stat = 0;
2888 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889 this_stat, keep_chance, loss_chance,
2890 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2891 }
3131 } 2892 }
3132 } 2893 }
2894
2895 if (lose_this_stat)
2896 {
2897 this_stat = get_attr_value (&(dep->stats), i);
2898 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low
2901 * and should be roughly the same, so it shouldn't make a
2902 * difference.
2903 */
2904 if (this_stat >= -50)
2905 {
2906 change_attr_value (&(dep->stats), i, -1);
2907 SET_FLAG (dep, FLAG_APPLIED);
2908 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2909 op->update_stats ();
2910 lost_a_stat = 1;
2911 }
3133 } 2912 }
2913 }
2914 }
3134 /* If no stat lost, tell the player. */ 2915 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2916 if (!lost_a_stat)
3136 { 2917 {
3137 /* determine_god() seems to not work sometimes... why is this? 2918 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2919 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2920 const char *god = determine_god (op);
3140 2921
3141 if (god && (strcmp (god, "none"))) 2922 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); 2923 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2924 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2925 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2926 }
3146#else 2927#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2929#endif
3149 2930
3150 /* Put a gravestone up where the character 'almost' died. List the 2931 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2932 * exp loss on the stone.
3152 */ 2933 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2934 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2935 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2936 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2937 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2938 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); 2939 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; 2940 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2941 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2943
3163 /**************************************/ 2944 /**************************************/
3164 /* */ 2945 /* */
3165 /* Subtract the experience points, */ 2946 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2947 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2948 /* food, and reset HP's... */
3168 /* */ 2949 /* */
3169 /**************************************/ 2950 /**************************************/
3170 2951
3171 /* remove any poisoning and confusion the character may be suffering. */ 2952 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2953 /* restore player */
3173 at = archetype::find ("poisoning"); 2954 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2955 tmp = present_arch_in_ob (at, op);
3175 2956
3176 if (tmp) 2957 if (tmp)
3177 { 2958 {
3178 tmp->destroy (); 2959 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2961 }
3181 2962
3182 at = archetype::find ("confusion"); 2963 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2964 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2965 if (tmp)
3185 { 2966 {
3186 tmp->destroy (); 2967 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2969 }
3189 2970
3190 cure_disease (op, 0); /* remove any disease */ 2971 cure_disease (op, 0); /* remove any disease */
3191 2972
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2973 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2974 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2975 if (op->stats.food < 100)
3195 op->stats.food = 900; 2976 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2977 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2980
3200 /* 2981 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2982 * 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 2983 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2984 * in the map.
3204 */ 2985 */
3205 2986
3206 if (is_in_shop (op)) 2987 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2988 remove_unpaid_objects (op->inv, op);
3208 2989
3209 /****************************************/ 2990 /****************************************/
3210 /* */ 2991 /* */
3211 /* Move player to his current respawn- */ 2992 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2993 /* position (usually last savebed) */
3213 /* */ 2994 /* */
3214 /****************************************/ 2995 /****************************************/
3215 2996
3216 enter_player_savebed (op); 2997 enter_player_savebed (op);
3217 2998
3218 /* Save the player before inserting the force to reduce 2999 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 3000 * chance of abuse.
3220 */ 3001 */
3221 op->contr->braced = 0; 3002 op->contr->braced = 0;
3222 save_player (op, 1); 3003 op->contr->save ();
3223 3004
3224 /* it is possible that the player has blown something up 3005 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 3006 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 3007 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 3008 * on the space that might harm the player.
3228 */ 3009 */
3229 will_kill_again = 0; 3010 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3011 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 3012 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 3013 will_kill_again |= tmp->attacktype;
3233 3014
3234 if (will_kill_again) 3015 if (will_kill_again)
3235 { 3016 {
3236 object *force; 3017 object *force;
3237 int at; 3018 int at;
3238 3019
3239 force = get_archetype (FORCE_NAME); 3020 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3021 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3022 force->speed = 0.1;
3242 force->speed_left = -5.0; 3023 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3024 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3025 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3026 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3027 force->resist[at] = 100;
3247 3028
3248 insert_ob_in_ob (force, op); 3029 insert_ob_in_ob (force, op);
3249 fix_player (op); 3030 op->update_stats ();
3250 3031
3251 } 3032 }
3252 3033
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3034 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} 3035}
3322
3323 3036
3324void 3037void
3325loot_object (object *op) 3038loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3039{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3040 object *tmp, *tmp2, *next;
3328 3041
3329 if (op->container) 3042 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3043 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3044
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3045 for (tmp = op->inv; tmp; tmp = next)
3335 { 3046 {
3336 next = tmp->below; 3047 next = tmp->below;
3048
3337 if (tmp->invisible) 3049 if (tmp->invisible)
3338 continue; 3050 continue;
3051
3339 tmp->remove (); 3052 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3053 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3054 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3055 { /* empty container to ground */
3343 loot_object (tmp); 3056 loot_object (tmp);
3365 */ 3078 */
3366 3079
3367void 3080void
3368fix_weight (void) 3081fix_weight (void)
3369{ 3082{
3370 player *pl; 3083 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3084 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3086
3376 if (old == sum) 3087 if (old == sum)
3377 continue; 3088 continue;
3378 fix_player (pl->ob); 3089 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3091 }
3381} 3092}
3382 3093
3383void 3094void
3384fix_luck (void) 3095fix_luck (void)
3385{ 3096{
3386 player *pl; 3097 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->state) 3098 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3099 pl->ob->change_luck (0);
3391} 3100}
3392
3393 3101
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3102/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3103 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3104 * just treat this as any other spell casting object.
3397 */ 3105 */
3398
3399void 3106void
3400cast_dust (object *op, object *throw_ob, int dir) 3107cast_dust (object *op, object *throw_ob, int dir)
3401{ 3108{
3402 object *skop, *spob; 3109 object *skop, *spob;
3403 3110
3612 if (pl->type != PLAYER) 3319 if (pl->type != PLAYER)
3613 { 3320 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3321 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3322 return -1;
3616 } 3323 }
3324
3617 if (!pl || !op) 3325 if (!pl || !op)
3618 return 0; 3326 return 0;
3619 3327
3620 if (op->head)
3621 {
3622 op = op->head; 3328 op = op->head_ ();
3623 } 3329
3624 get_rangevector (pl, op, &rv, 0x1); 3330 get_rangevector (pl, op, &rv, 0x1);
3625 3331
3626 /* starting with the 'head' part, lets loop 3332 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3333 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3334 * part that is in the los array but isnt on
3636 3342
3637 /* only the viewable area the player sees is updated by LOS 3343 /* only the viewable area the player sees is updated by LOS
3638 * code, so we need to restrict ourselves to that range of values 3344 * code, so we need to restrict ourselves to that range of values
3639 * for any meaningful values. 3345 * for any meaningful values.
3640 */ 3346 */
3641 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3347 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3642 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3348 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3643 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3349 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3644 return 1; 3350 return 1;
3645 op = op->more; 3351 op = op->more;
3646 } 3352 }
3647 return 0; 3353 return 0;
3648} 3354}
3834 { 3540 {
3835 /* forces in the treasurelist can alter the player's stats */ 3541 /* forces in the treasurelist can alter the player's stats */
3836 object *skin; 3542 object *skin;
3837 3543
3838 /* first get the dragon skin force */ 3544 /* first get the dragon skin force */
3545 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); 3546 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3547 ;
3548
3840 if (skin == NULL) 3549 if (!skin)
3841 return; 3550 return;
3842 3551
3843 /* adding new spellpath attunements */ 3552 /* adding new spellpath attunements */
3844 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3553 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3845 { 3554 {

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