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Comparing deliantra/server/server/player.C (file contents):
Revision 1.52 by root, Thu Dec 21 23:37:06 2006 UTC vs.
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC

28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 player *pl;
41 40
42 for (pl = first_player; pl != NULL; pl = pl->next) 41 for (pl = first_player; pl; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 43 return pl;
46 }; 44
47 return NULL; 45 return 0;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74} 46}
75 47
76void 48void
77display_motd (const object *op) 49display_motd (const object *op)
78{ 50{
87 return; 59 return;
88 60
89 motd[0] = '\0'; 61 motd[0] = '\0';
90 size = 0; 62 size = 0;
91 63
92 while (fgets (buf, MAX_BUF, fp) != NULL) 64 while (fgets (buf, MAX_BUF, fp))
93 { 65 {
94 if (*buf == '#') 66 if (*buf == '#')
95 continue; 67 continue;
96 68
97 strncat (motd + size, buf, HUGE_BUF - size); 69 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 88 return;
117 89
118 rules[0] = '\0'; 90 rules[0] = '\0';
119 size = 0; 91 size = 0;
120 92
121 while (fgets (buf, MAX_BUF, fp) != NULL) 93 while (fgets (buf, MAX_BUF, fp))
122 { 94 {
123 if (*buf == '#') 95 if (*buf == '#')
124 continue; 96 continue;
125 97
126 if (size + strlen (buf) >= HUGE_BUF) 98 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 158 close_and_delete (fp, comp);
187} 159}
188 160
189int 161/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 162static void
163set_first_map (object *op)
191{ 164{
192 /* Don't allow - or _ as first character in the name */ 165 strcpy (op->contr->maplevel, first_map_path);
193 if (*cp == '-' || *cp == '_') 166 op->x = -1;
194 return 0; 167 op->y = -1;
195 168 enter_exit (op, 0);
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201} 169}
202 170
203/* This no longer sets the player map. Also, it now updates 171// connect the player with a specific client
204 * all the pointers so the caller doesn't need to do that. 172// also changed, rationalises, and fixes some incorrect settings
205 * Caller is responsible for setting the correct map. 173void
206 */ 174player::connect (client *ns)
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 175{
217 object *op = arch_to_object (get_player_archetype (0)); 176 this->ns = ns;
218 int i; 177 ns->pl = this;
219 178
220 /* Clears basically the entire player structure except 179 next = first_player;
221 * for next and socket. 180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob);
195
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 208 */
223 p->clear (); 209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
224 211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246// send_rules (ob);//TODO
247// send_news (ob);//TODO
248// display_motd (ob);//TODO
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
225 /* There are some elements we want initialized to non zero value - 273 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 274 * we deal with that below this point.
227 */ 275 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 276 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 277 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 278 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 279
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 280 assign (savebed_map, first_map_path); /* Init. respawn position */
239 281
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->ns->monitor_spells; // what a hack
250 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->ns->monitor_spells = oldmon;
253 }
254 p->ns->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 282 gen_sp_armour = 10;
258 p->last_speed = -1; 283 last_speed = -1;
259 p->shoottype = range_none; 284 shoottype = range_none;
260 p->bowtype = bow_normal; 285 bowtype = bow_normal;
261 p->petmode = pet_normal; 286 petmode = pet_normal;
262 p->listening = 10; 287 listening = 10;
263 p->usekeys = containers; 288 usekeys = containers;
264 p->last_weapon_sp = -1; 289 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 290 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 291 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);
273 292
274 /* we need to clear these to -1 and not zero - otherwise, 293 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 294 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 295 * send new values to the client, as things like exp start
277 * at zero. 296 * at zero.
278 */ 297 */
279 for (i = 0; i < NUM_SKILLS; i++) 298 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 299 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 300
285 for (i = 0; i < NROFATTACKS; i++) 301 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 302 last_resist[i] = -1;
287 303
288 p->last_stats.exp = -1; 304 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 305 last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 306}
296 307
297/* This loads the first map an puts the player on it. */ 308player::~player ()
298static void
299set_first_map (object *op)
300{ 309{
301 strcpy (op->contr->maplevel, first_map_path); 310 terminate_all_pets (ob);
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
307/* Tries to add player on the connection passwd in ns. 348/* 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 349 * All we can really get in this is some settings like host and display
309 * mode. 350 * mode.
310 */ 351 */
311 352player *
312int 353player::create ()
313add_player (client *ns)
314{ 354{
315 player *p = new player; 355 player *pl = new player;
316 356
317 p->ns = ns; 357 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 358
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; 359 return pl;
336} 360}
337 361
338/* 362/*
339 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
446 * circling behaviour. Unfortunately, this function is also used to determined 470 * 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 471 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 472 * is probably not a good thing.
449 */ 473 */
450#define MAX_SPACES 50 474#define MAX_SPACES 50
451
452 475
453/* 476/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * 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 478 * 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 479 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 718 /* Need to set up the skill pointers */
696 link_player_skills (pl); 719 link_player_skills (pl);
697} 720}
698 721
699void 722void
700get_name (object *op)
701{
702 op->contr->write_buf[0] = '\0';
703 op->contr->ns->state = ST_GET_NAME;
704 send_query (op->contr->ns, 0, "What is your name?\n:");
705}
706
707void
708get_password (object *op)
709{
710 op->contr->write_buf[0] = '\0';
711 op->contr->ns->state = ST_GET_PASSWORD;
712 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
713}
714
715void
716play_again (object *op)
717{
718 op->contr->ns->state = ST_PLAY_AGAIN;
719 op->chosen_skill = NULL;
720 send_query (op->contr->ns, 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->ns->state = ST_CONFIRM_PASSWORD;
780 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
781}
782
783void
784get_party_password (object *op, partylist *party) 723get_party_password (object *op, partylist *party)
785{ 724{
786 if (party == NULL) 725 if (party == NULL)
787 { 726 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 727 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 728 return;
790 } 729 }
730
791 op->contr->write_buf[0] = '\0'; 731 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 734 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 735}
796 736
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 737/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 738static int
800roll_stat (void) 739roll_stat (void)
801{ 740{
802 int a[4], i, j, k; 741 int a[4], i, j, k;
803 742
804 for (i = 0; i < 4; i++) 743 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 747 if (a[i] < k)
809 k = a[i], j = i; 748 k = a[i], j = i;
810 749
811 for (i = 0, k = 0; i < 4; i++) 750 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 751 if (i != j)
814 k += a[i]; 752 k += a[i];
815 } 753
816 return k; 754 return k;
817} 755}
818 756
819void 757void
820roll_stats (object *op) 758object::roll_stats ()
821{ 759{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 760 int statsort [7];
825 761
826 do 762 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 } 763 {
837 while (sum < 82 || sum > 116); 764 int sum = 0;
765 for (int i = 7; i--; )
766 sum += statsort [i] = roll_stat ();
838 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
839 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 773 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;
847 774
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]; 775 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
872 782
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; 783 stats.exp = 0;
884 op->stats.ac = 0; 784 stats.ac = 0;
885 785
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; 786 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 787 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
792 contr->levhp[1] = 9;
793 contr->levsp[1] = 6;
794 contr->levgrace[1] = 3;
795
894 op->contr->orig_stats = op->stats; 796 contr->orig_stats = stats;
797 }
895} 798}
896 799
897void 800void
898Roll_Again (object *op) 801object::swap_stats (int a, int b)
899{ 802{
900 esrv_new_player (op->contr, 0);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
903}
904
905void
906Swap_Stat (object *op, int Swap_Second)
907{
908 signed char tmp;
909 char buf[MAX_BUF];
910
911 if (op->contr->Swap_First == -1)
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); 803 int tmp = get_attr_value (&contr->orig_stats, a);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); 804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); 805 set_attr_value (&contr->orig_stats, b, tmp);
924 806
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 807 stats.Str = contr->orig_stats.Str;
928 op->stats.Dex = op->contr->orig_stats.Dex; 808 stats.Dex = contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con; 809 stats.Con = contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int; 810 stats.Int = contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis; 811 stats.Wis = contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow; 812 stats.Pow = contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha; 813 stats.Cha = contr->orig_stats.Cha;
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
934 op->stats.ac = 0; 817 stats.ac = 0;
935 818
936 op->level = 1; 819 level = 1;
937 op->stats.exp = 0; 820 stats.exp = 0;
938 op->stats.ac = 0; 821 stats.ac = 0;
939 822
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; 823 stats.hp = stats.maxhp;
946 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
947 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
948 op->contr->orig_stats = op->stats; 833 contr->orig_stats = stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 { 834 }
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf);
974 }
975 else
976 Swap_Stat (op, stat_trans[keynum]);
977
978 send_query (op->contr->ns, 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->ns, CS_QUERY_SINGLECHAR,
1003 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1004 op->contr->ns->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->ns, 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->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1022 return 0;
1023 }
1024 return 0;
1025} 835}
1026 836
1027/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
1031 * not the class. 841 * not the class.
1032 */ 842 */
1033
1034int 843int
1035key_change_class (object *op, char key) 844key_change_class (object *op, char key)
1036{ 845{
1037 int tmp_loop; 846 int tmp_loop;
1038 847
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 848 if (key == 'd' || key == 'D')
1046 { 849 {
1047 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
1048 851
1049 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
1073 start_info (op); 876 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 878 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 879 link_player_skills (op);
1077 esrv_send_inventory (op, op); 880 esrv_send_inventory (op, op);
1078 fix_player (op); 881 op->update_stats ();
1079 882
1080 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1081 * is one for this race 884 * is one for this race
1082 */ 885 */
1083 if (*first_map_ext_path) 886 if (*first_map_ext_path)
1109 while (!tmp_loop) 912 while (!tmp_loop)
1110 { 913 {
1111 shstr name = op->name; 914 shstr name = op->name;
1112 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1113 916
1114 remove_statbonus (op); 917 op->remove_statbonus ();
1115 op->remove (); 918 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 919 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 920 op->arch->clone.copy_to (op);
1118 op->instantiate (); 921 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1121 op->x = x; 924 op->x = x;
1122 op->y = y; 925 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 927 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 928 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 929 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 930 tmp_loop = allowed_class (op);
1128 } 931 }
1129 932
1130 update_object (op, UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 934 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 935 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 938 op->stats.grace = 0;
1136 939
1137 if (op->msg) 940 if (op->msg)
1142} 945}
1143 946
1144int 947int
1145key_confirm_quit (object *op, char key) 948key_confirm_quit (object *op, char key)
1146{ 949{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 951 {
1151 op->contr->ns->state = ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 954 return 1;
1161 op->direction = 0; 962 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 964
1164 strcpy (op->contr->killer, "quit"); 965 strcpy (op->contr->killer, "quit");
1165 check_score (op); 966 check_score (op);
1166 op->contr->party = NULL; 967 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 968 op->contr->own_title[0] = '\0';
1169 969
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) 970 object_ptr ob = op;
1171 {
1172 maptile *mp, *next;
1173 971
972 delete ob->contr;
973
1174 /* We need to hunt for any per player unique maps in memory and 974 /* 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, 975 * 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 976 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */ 977 */
978 char buf[MAX_BUF];
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next) 980
1180 { 981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1181 next = mp->next; 983 next = mp->next;
984
1182 if (!strncmp (mp->path, buf, strlen (buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp); 986 delete_map (mp);
1184 } 987 }
1185 988
1186 delete_character (op->name, 1); 989 delete_character (ob->name, 1);
1187 }
1188 990
1189 play_again (op);
1190 return 1; 991 return 1;
1191} 992}
1192 993
1193void 994void
1194flee_player (object *op) 995flee_player (object *op)
1884 arrow->y = sy; 1685 arrow->y = sy;
1885 1686
1886 if (op->type == PLAYER) 1687 if (op->type == PLAYER)
1887 { 1688 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1690 op->update_stats ();
1890 } 1691 }
1891 1692
1892 SET_ANIMATION (arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
2603 op->stats.hp = op->stats.maxhp; 2404 op->stats.hp = op->stats.maxhp;
2604 2405
2605 if (op->stats.food < 0) 2406 if (op->stats.food < 0)
2606 op->stats.food = 999; 2407 op->stats.food = 999;
2607 2408
2608 fix_player (op); 2409 op->update_stats ();
2609 return 1; 2410 return 1;
2610 } 2411 }
2611 2412
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2643 remove_unpaid_objects (op->inv, env); 2444 remove_unpaid_objects (op->inv, env);
2644 2445
2645 op = next; 2446 op = next;
2646 } 2447 }
2647} 2448}
2648
2649 2449
2650/* 2450/*
2651 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2488 strcat (buf2, buf);
2689 2489
2690 return buf2; 2490 return buf2;
2691} 2491}
2692
2693
2694 2492
2695void 2493void
2696do_some_living (object *op) 2494do_some_living (object *op)
2697{ 2495{
2698 int last_food = op->stats.food; 2496 int last_food = op->stats.food;
2707 const int max_grace = 1; 2505 const int max_grace = 1;
2708 2506
2709 if (op->contr->outputs_sync) 2507 if (op->contr->outputs_sync)
2710 { 2508 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2509 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) 2510 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]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2512 }
2715 2513
2716 if (op->contr->ns->state == ST_PLAYING) 2514 if (op->contr->ns->state == ST_PLAYING)
2717 { 2515 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2518 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2520 else
2724 { 2521 {
2725 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2524 }
2525
2728 if (op->contr->gen_sp >= 0) 2526 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2528 else
2731 { 2529 {
2732 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2532 }
2533
2735 if (op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2536 else
2738 { 2537 {
2739 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2556 op->stats.food = last_food;
2758 } 2557 }
2759 } 2558 }
2559
2760 if (max_sp > 1) 2560 if (max_sp > 1)
2761 { 2561 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2562 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2563 if (over_sp > 0)
2764 { 2564 {
2765 if (op->stats.sp < op->stats.maxsp) 2565 if (op->stats.sp < op->stats.maxsp)
2766 { 2566 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2570 op->stats.sp--;
2571
2770 if (op->stats.sp > op->stats.maxsp) 2572 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2573 op->stats.sp = op->stats.maxsp;
2772 } 2574 }
2773 op->last_sp = 0; 2575 op->last_sp = 0;
2774 } 2576 }
2775 else 2577 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2579 }
2780 else 2580 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2582 }
2785 2583
2786 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2586 if (--op->last_grace < 0)
2789 { 2587 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2590
2792 if (max_grace > 1) 2591 if (max_grace > 1)
2793 { 2592 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2594 if (over_grace > 0)
2796 { 2595 {
2824 op->stats.food += op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2625 op->stats.food = last_food;
2827 } 2626 }
2828 } 2627 }
2628
2829 if (max_hp > 1) 2629 if (max_hp > 1)
2830 { 2630 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2632 if (over_hp > 0)
2833 { 2633 {
2857 2657
2858 if (op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2660 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2862 /* dms do not consume food */ 2663 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2665 op->stats.food--;
2865 } 2666 }
2866 }
2867 2667
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2669 {
2870 object *tmp, *flesh = NULL; 2670 object *tmp, *flesh = 0;
2871 2671
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2673 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2675 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2679 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2681 break;
2882 } 2682 }
2883 else if (tmp->type == FLESH) 2683 else if (tmp->type == FLESH)
2884 flesh = tmp; 2684 flesh = tmp;
2885 } /* End if paid for object */ 2685 } /* End if paid for object */
2886 } /* end of for loop */ 2686 } /* end of for loop */
2687
2887 /* If player is still starving, it means they don't have any food, so 2688 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2689 * eat flesh instead.
2889 */ 2690 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2692 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2694 manual_apply (op, flesh, 0);
2894 } 2695 }
2895 } /* end if player is starving */ 2696 }
2896 2697
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2899 2700
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2702 kill_player (op);
2703 }
2902} 2704}
2903
2904
2905 2705
2906/* If the player should die (lack of hp, food, etc), we call this. 2706/* 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 2707 * 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 2708 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2709 * file.
3016 x = op->x; 2816 x = op->x;
3017 y = op->y; 2817 y = op->y;
3018 map = op->map; 2818 map = op->map;
3019 2819
3020 2820
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2822 * 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. 2823 * See the config.h file for a little more in depth detail about this.
3026 */ 2824 */
3027 2825
3028 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2828 * of death.
3031 */ 2829 */
3032#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2831 if (settings.balanced_stat_loss)
3034 { 2832 {
3035 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2834 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2835 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2838 little bit harder. */
3041 /* GD */ 2839 /* GD */
3042 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2841 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2842 else
3048 { 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 }
2845 else
2846 {
3049 num_stats_lose = 1; 2847 num_stats_lose = 1;
3050 } 2848 }
3051 lost_a_stat = 0; 2849 lost_a_stat = 0;
3052 2850
3053 for (z = 0; z < num_stats_lose; z++) 2851 for (z = 0; z < num_stats_lose; z++)
3054 { 2852 {
3055 i = RANDOM () % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
3056 2854
3057 if (settings.stat_loss_on_death) 2855 if (settings.stat_loss_on_death)
3058 { 2856 {
3059 /* Pick a random stat and take a point off it. Tell the player 2857 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2858 * what he lost.
3061 */ 2859 */
3062 change_attr_value (&(op->stats), i, -1); 2860 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2861 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2865 lost_a_stat = 1;
2866 }
2867 else
2868 {
2869 /* deplete a stat */
2870 archetype *deparch = archetype::find ("depletion");
2871 object *dep;
2872
2873 dep = present_arch_in_ob (deparch, op);
2874 if (!dep)
2875 {
2876 dep = arch_to_object (deparch);
2877 insert_ob_in_ob (dep, op);
3068 } 2878 }
3069 else 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
3070 { 2881 {
3071 /* deplete a stat */ 2882 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2883 /* Get the stat that we're about to deplete. */
3073 object *dep; 2884 this_stat = get_attr_value (&(dep->stats), i);
3074 2885 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2886 {
3078 dep = arch_to_object (deparch); 2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2888 int keep_chance = this_stat * this_stat;
3080 } 2889
3081 lose_this_stat = 1; 2890 /* 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) 2891 if (keep_chance < 1)
2892 keep_chance = 1;
2893
2894 /* There is a maximum depletion total per level. */
2895 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2896 {
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; 2897 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2898 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2899 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 } 2900 }
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 */ 2901 else
3123 if (this_stat >= -50)
3124 { 2902 {
3125 change_attr_value (&(dep->stats), i, -1); 2903 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; 2904 lose_this_stat = 0;
2905 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2906 this_stat, keep_chance, loss_chance,
2907 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2908 }
3131 } 2909 }
3132 } 2910 }
2911
2912 if (lose_this_stat)
2913 {
2914 this_stat = get_attr_value (&(dep->stats), i);
2915 /* We could try to do something clever like find another
2916 * stat to reduce if this fails. But chances are, if
2917 * stats have been depleted to -50, all are pretty low
2918 * and should be roughly the same, so it shouldn't make a
2919 * difference.
2920 */
2921 if (this_stat >= -50)
2922 {
2923 change_attr_value (&(dep->stats), i, -1);
2924 SET_FLAG (dep, FLAG_APPLIED);
2925 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2926 op->update_stats ();
2927 lost_a_stat = 1;
2928 }
3133 } 2929 }
2930 }
2931 }
3134 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2933 if (!lost_a_stat)
3136 { 2934 {
3137 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2936 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2937 const char *god = determine_god (op);
3140 2938
3141 if (god && (strcmp (god, "none"))) 2939 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); 2940 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2941 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2942 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2943 }
3146#else 2944#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2945 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2946#endif
3149 2947
3150 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2949 * exp loss on the stone.
3152 */ 2950 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2953 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2955 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); 2956 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; 2957 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2958 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2960
3163 /**************************************/ 2961 /**************************************/
3164 /* */ 2962 /* */
3165 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
3168 /* */ 2966 /* */
3169 /**************************************/ 2967 /**************************************/
3170 2968
3171 /* remove any poisoning and confusion the character may be suffering. */ 2969 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2970 /* restore player */
3173 at = archetype::find ("poisoning"); 2971 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2972 tmp = present_arch_in_ob (at, op);
3175 2973
3176 if (tmp) 2974 if (tmp)
3177 { 2975 {
3178 tmp->destroy (); 2976 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2978 }
3181 2979
3182 at = archetype::find ("confusion"); 2980 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2981 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2982 if (tmp)
3185 { 2983 {
3186 tmp->destroy (); 2984 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2986 }
3189 2987
3190 cure_disease (op, 0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
3191 2989
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2991 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2992 if (op->stats.food < 100)
3195 op->stats.food = 900; 2993 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2997
3200 /* 2998 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2999 * 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 3000 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 3001 * in the map.
3204 */ 3002 */
3205 3003
3206 if (is_in_shop (op)) 3004 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
3208 3006
3209 /****************************************/ 3007 /****************************************/
3210 /* */ 3008 /* */
3211 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
3213 /* */ 3011 /* */
3214 /****************************************/ 3012 /****************************************/
3215 3013
3216 enter_player_savebed (op); 3014 enter_player_savebed (op);
3217 3015
3218 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 3017 * chance of abuse.
3220 */ 3018 */
3221 op->contr->braced = 0; 3019 op->contr->braced = 0;
3222 save_player (op, 1); 3020 op->contr->save ();
3223 3021
3224 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 3025 * on the space that might harm the player.
3228 */ 3026 */
3229 will_kill_again = 0; 3027 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3028 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
3233 3031
3234 if (will_kill_again) 3032 if (will_kill_again)
3235 { 3033 {
3236 object *force; 3034 object *force;
3237 int at; 3035 int at;
3238 3036
3239 force = get_archetype (FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3039 force->speed = 0.1;
3242 force->speed_left = -5.0; 3040 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3042 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3044 force->resist[at] = 100;
3247 3045
3248 insert_ob_in_ob (force, op); 3046 insert_ob_in_ob (force, op);
3249 fix_player (op); 3047 op->update_stats ();
3250 3048
3251 } 3049 }
3252 3050
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3051 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} 3052}
3322
3323 3053
3324void 3054void
3325loot_object (object *op) 3055loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3056{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3057 object *tmp, *tmp2, *next;
3328 3058
3329 if (op->container) 3059 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3060 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3061
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3062 for (tmp = op->inv; tmp; tmp = next)
3335 { 3063 {
3336 next = tmp->below; 3064 next = tmp->below;
3065
3337 if (tmp->invisible) 3066 if (tmp->invisible)
3338 continue; 3067 continue;
3068
3339 tmp->remove (); 3069 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3071 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3072 { /* empty container to ground */
3343 loot_object (tmp); 3073 loot_object (tmp);
3365 */ 3095 */
3366 3096
3367void 3097void
3368fix_weight (void) 3098fix_weight (void)
3369{ 3099{
3370 player *pl;
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next) 3100 for (player *pl = first_player; pl; pl = pl->next)
3373 { 3101 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3103
3376 if (old == sum) 3104 if (old == sum)
3377 continue; 3105 continue;
3378 fix_player (pl->ob); 3106 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3107 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3108 }
3381} 3109}
3382 3110
3383void 3111void
3384fix_luck (void) 3112fix_luck (void)
3385{ 3113{
3386 player *pl;
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3115 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3116 pl->ob->change_luck (0);
3391} 3117}
3392
3393 3118
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3397 */ 3122 */
3398
3399void 3123void
3400cast_dust (object *op, object *throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3401{ 3125{
3402 object *skop, *spob; 3126 object *skop, *spob;
3403 3127

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