… | |
… | |
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> |
34 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
35 | #endif |
|
|
36 | |
35 | |
37 | player * |
36 | player * |
38 | find_player (const char *plname) |
37 | find_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 | |
|
|
50 | player * |
|
|
51 | find_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 | |
76 | void |
46 | void |
77 | display_motd (const object *op) |
47 | display_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 | |
189 | int |
159 | /* This loads the first map an puts the player on it. */ |
190 | playername_ok (const char *cp) |
160 | static void |
|
|
161 | set_first_map (object *op) |
191 | { |
162 | { |
192 | /* Don't allow - or _ as first character in the name */ |
163 | strcpy (op->contr->maplevel, first_map_path); |
193 | if (*cp == '-' || *cp == '_') |
164 | op->x = -1; |
194 | return 0; |
165 | op->y = -1; |
195 | |
166 | enter_exit (op, 0); |
196 | for (; *cp != '\0'; cp++) |
|
|
197 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
|
198 | return 0; |
|
|
199 | |
|
|
200 | return 1; |
|
|
201 | } |
167 | } |
202 | |
168 | |
203 | /* This no longer sets the player map. Also, it now updates |
169 | // connect the player with a specific client |
204 | * all the pointers so the caller doesn't need to do that. |
170 | // also changed, rationalises, and fixes some incorrect settings |
205 | * Caller is responsible for setting the correct map. |
171 | void |
206 | */ |
172 | player::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 | */ |
|
|
214 | static player * |
|
|
215 | get_player (player *p) |
|
|
216 | { |
173 | { |
217 | object *op = arch_to_object (get_player_archetype (0)); |
174 | this->ns = ns; |
218 | int i; |
175 | ns->pl = this; |
219 | |
176 | |
220 | /* Clears basically the entire player structure except |
177 | next = first_player; |
221 | * for next and socket. |
178 | first_player = this; |
|
|
179 | |
|
|
180 | ns->update_look = 0; |
|
|
181 | ns->look_position = 0; |
|
|
182 | |
|
|
183 | clear_los (ob); |
|
|
184 | |
|
|
185 | /* make sure he's a player -- needed because of class change. */ |
|
|
186 | ob->type = PLAYER; // we are paranoid |
|
|
187 | ob->race = ob->arch->clone.race; |
|
|
188 | |
|
|
189 | if (!legal_range (ob, shoottype)) |
|
|
190 | shoottype = range_none; |
|
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191 | |
|
|
192 | ob->carrying = sum_weight (ob); |
|
|
193 | link_player_skills (ob); |
|
|
194 | |
|
|
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
196 | update_ob_speed (ob); |
|
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197 | |
|
|
198 | assign (title, ob->arch->clone.name); |
|
|
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
|
203 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
205 | * should be able to use a shield. However, old Q's won't get that advantage. |
222 | */ |
206 | */ |
223 | p->clear (); |
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
224 | |
209 | |
|
|
210 | /* if it's a dragon player, set the correct title here */ |
|
|
211 | if (is_dragon_pl (ob)) |
|
|
212 | { |
|
|
213 | object *tmp, *abil = 0, *skin = 0; |
|
|
214 | |
|
|
215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
217 | |
|
|
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
219 | if (tmp->type == FORCE) |
|
|
220 | if (tmp->arch->name == dragon_ability_force) |
|
|
221 | abil = tmp; |
|
|
222 | else if (tmp->arch->name == dragon_skin_force) |
|
|
223 | skin = tmp; |
|
|
224 | |
|
|
225 | set_dragon_name (ob, abil, skin); |
|
|
226 | } |
|
|
227 | |
|
|
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
229 | add_friendly_object (ob); |
|
|
230 | |
|
|
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
232 | |
|
|
233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
|
235 | |
|
|
236 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
237 | |
|
|
238 | ob->update_stats (); |
|
|
239 | ns->floorbox_update (); |
|
|
240 | |
|
|
241 | esrv_send_inventory (ob, ob); |
|
|
242 | esrv_add_spells (this, 0); |
|
|
243 | |
|
|
244 | enter_exit (ob, 0); |
|
|
245 | |
|
|
246 | send_rules (ob); |
|
|
247 | send_news (ob); |
|
|
248 | display_motd (ob); |
|
|
249 | INVOKE_PLAYER (LOGIN, this); |
|
|
250 | } |
|
|
251 | |
|
|
252 | void |
|
|
253 | player::disconnect () |
|
|
254 | { |
|
|
255 | //TODO: don't be so harsh and destroy :) |
|
|
256 | if (ns) |
|
|
257 | destroy (); |
|
|
258 | } |
|
|
259 | |
|
|
260 | // the need for this function can be explained |
|
|
261 | // by load_object not returning the object |
|
|
262 | void |
|
|
263 | player::set_object (object *op) |
|
|
264 | { |
|
|
265 | ob = op; |
|
|
266 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
267 | |
|
|
268 | ob->speed_left = 0.5; |
|
|
269 | ob->speed = 1.0; |
|
|
270 | ob->direction = 5; /* So player faces south */ |
|
|
271 | ob->stats.wc = 2; |
|
|
272 | ob->run_away = 25; /* Then we panick... */ |
|
|
273 | |
|
|
274 | set_first_map (ob); |
|
|
275 | |
|
|
276 | ob->roll_stats (); |
|
|
277 | } |
|
|
278 | |
|
|
279 | player::player () |
|
|
280 | { |
225 | /* There are some elements we want initialized to non zero value - |
281 | /* There are some elements we want initialized to non zero value - |
226 | * we deal with that below this point. |
282 | * we deal with that below this point. |
227 | */ |
283 | */ |
228 | p->party = NULL; |
|
|
229 | p->outputs_sync = 16; /* Every 2 seconds */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
230 | p->outputs_count = 8; /* Keeps present behaviour */ |
285 | outputs_count = 8; /* Keeps present behaviour */ |
231 | p->unapply = unapply_nochoice; |
286 | unapply = unapply_nochoice; |
232 | p->Swap_First = -1; |
|
|
233 | |
287 | |
234 | #ifdef AUTOSAVE |
|
|
235 | p->last_save_tick = 9999999; |
|
|
236 | #endif |
|
|
237 | |
|
|
238 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
239 | |
289 | |
240 | op->contr = p; /* this aren't yet in archetype */ |
|
|
241 | p->ob = op; |
|
|
242 | op->speed_left = 0.5; |
|
|
243 | op->speed = 1.0; |
|
|
244 | op->direction = 5; /* So player faces south */ |
|
|
245 | op->stats.wc = 2; |
|
|
246 | op->run_away = 25; /* Then we panick... */ |
|
|
247 | |
|
|
248 | { |
|
|
249 | int oldmon = p->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; |
290 | gen_sp_armour = 10; |
258 | p->last_speed = -1; |
291 | last_speed = -1; |
259 | p->shoottype = range_none; |
292 | shoottype = range_none; |
260 | p->bowtype = bow_normal; |
293 | bowtype = bow_normal; |
261 | p->petmode = pet_normal; |
294 | petmode = pet_normal; |
262 | p->listening = 10; |
295 | listening = 10; |
263 | p->usekeys = containers; |
296 | usekeys = containers; |
264 | p->last_weapon_sp = -1; |
297 | last_weapon_sp = -1; |
265 | p->peaceful = 1; /* default peaceful */ |
298 | peaceful = 1; /* default peaceful */ |
266 | p->do_los = 1; |
299 | do_los = 1; |
267 | p->explore = 0; |
|
|
268 | |
|
|
269 | assign (p->title, op->arch->clone.name); |
|
|
270 | op->race = op->arch->clone.race; |
|
|
271 | |
|
|
272 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
273 | |
300 | |
274 | /* we need to clear these to -1 and not zero - otherwise, |
301 | /* we need to clear these to -1 and not zero - otherwise, |
275 | * if a player quits and starts a new character, we wont |
302 | * if a player quits and starts a new character, we wont |
276 | * send new values to the client, as things like exp start |
303 | * send new values to the client, as things like exp start |
277 | * at zero. |
304 | * at zero. |
278 | */ |
305 | */ |
279 | for (i = 0; i < NUM_SKILLS; i++) |
306 | for (int i = 0; i < NUM_SKILLS; i++) |
280 | { |
|
|
281 | p->last_skill_exp[i] = -1; |
307 | last_skill_exp[i] = -1; |
282 | p->last_skill_ob[i] = NULL; |
|
|
283 | } |
|
|
284 | |
308 | |
285 | for (i = 0; i < NROFATTACKS; i++) |
309 | for (int i = 0; i < NROFATTACKS; i++) |
286 | p->last_resist[i] = -1; |
310 | last_resist[i] = -1; |
287 | |
311 | |
288 | p->last_stats.exp = -1; |
312 | last_stats.exp = -1; |
289 | p->last_weight = (uint32) - 1; |
313 | last_weight = (uint32) - 1; |
290 | |
|
|
291 | p->ns->update_look = 0; |
|
|
292 | p->ns->look_position = 0; |
|
|
293 | |
|
|
294 | return p; |
|
|
295 | } |
314 | } |
296 | |
315 | |
297 | /* This loads the first map an puts the player on it. */ |
316 | void |
298 | static void |
317 | player::do_destroy () |
299 | set_first_map (object *op) |
|
|
300 | { |
318 | { |
301 | strcpy (op->contr->maplevel, first_map_path); |
319 | attachable::do_destroy (); |
302 | op->x = -1; |
|
|
303 | op->y = -1; |
|
|
304 | enter_exit (op, 0); |
|
|
305 | } |
|
|
306 | |
320 | |
|
|
321 | disconnect (); |
|
|
322 | |
|
|
323 | terminate_all_pets (ob); |
|
|
324 | |
|
|
325 | if (first_player != this) |
|
|
326 | { |
|
|
327 | player *prev = first_player; |
|
|
328 | |
|
|
329 | while (prev && prev->next && prev->next != this) |
|
|
330 | prev = prev->next; |
|
|
331 | |
|
|
332 | if (prev->next != this) |
|
|
333 | { |
|
|
334 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
335 | abort (); |
|
|
336 | } |
|
|
337 | |
|
|
338 | prev->next = next; |
|
|
339 | } |
|
|
340 | else |
|
|
341 | first_player = next; |
|
|
342 | |
|
|
343 | if (ob) |
|
|
344 | ob->destroy (true); |
|
|
345 | |
|
|
346 | if (ns) |
|
|
347 | { |
|
|
348 | client *ns = this->ns; |
|
|
349 | ns->send_packet ("goodbye"); |
|
|
350 | ns->flush (); |
|
|
351 | ns->pl = 0; |
|
|
352 | this->ns = 0; |
|
|
353 | ns->destroy (); |
|
|
354 | } |
|
|
355 | |
|
|
356 | attachable::do_destroy (); |
|
|
357 | } |
|
|
358 | |
|
|
359 | player::~player () |
|
|
360 | { |
|
|
361 | /* Clear item stack */ |
|
|
362 | free (stack_items); |
|
|
363 | } |
|
|
364 | |
307 | /* Tries to add player on the connection passwd in ns. |
365 | /* Tries to add player on the connection passed in ns. |
308 | * All we can really get in this is some settings like host and display |
366 | * All we can really get in this is some settings like host and display |
309 | * mode. |
367 | * mode. |
310 | */ |
368 | */ |
311 | |
369 | player * |
312 | int |
370 | player::create () |
313 | add_player (client *ns) |
|
|
314 | { |
371 | { |
315 | player *p = new player; |
372 | player *pl = new player; |
316 | |
373 | |
317 | p->ns = ns; |
374 | pl->set_object (arch_to_object (get_player_archetype (0))); |
318 | ns->pl = p; |
|
|
319 | |
375 | |
320 | p->next = first_player; |
|
|
321 | first_player = p; |
|
|
322 | |
|
|
323 | p = get_player (p); |
|
|
324 | |
|
|
325 | set_first_map (p->ob); |
|
|
326 | |
|
|
327 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
328 | add_friendly_object (p->ob); |
|
|
329 | send_rules (p->ob); |
|
|
330 | send_news (p->ob); |
|
|
331 | display_motd (p->ob); |
|
|
332 | |
|
|
333 | get_name (p->ob); |
|
|
334 | |
|
|
335 | return 0; |
376 | return pl; |
336 | } |
377 | } |
337 | |
378 | |
338 | /* |
379 | /* |
339 | * get_player_archetype() return next player archetype from archetype |
380 | * get_player_archetype() return next player archetype from archetype |
340 | * list. Not very efficient routine, but used only creating new players. |
381 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
365 | |
406 | |
366 | object * |
407 | object * |
367 | get_nearest_player (object *mon) |
408 | get_nearest_player (object *mon) |
368 | { |
409 | { |
369 | object *op = NULL; |
410 | object *op = NULL; |
370 | player *pl = NULL; |
|
|
371 | objectlink *ol; |
411 | objectlink *ol; |
372 | unsigned lastdist; |
412 | unsigned lastdist; |
373 | rv_vector rv; |
413 | rv_vector rv; |
374 | |
414 | |
375 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
415 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
… | |
… | |
407 | { |
447 | { |
408 | op = ol->ob; |
448 | op = ol->ob; |
409 | lastdist = rv.distance; |
449 | lastdist = rv.distance; |
410 | } |
450 | } |
411 | } |
451 | } |
412 | for (pl = first_player; pl != NULL; pl = pl->next) |
452 | |
413 | { |
453 | for_all_players (pl) |
414 | if (can_detect_enemy (mon, pl->ob, &rv)) |
454 | if (can_detect_enemy (mon, pl->ob, &rv)) |
415 | { |
|
|
416 | |
|
|
417 | if (lastdist > rv.distance) |
455 | if (lastdist > rv.distance) |
418 | { |
456 | { |
419 | op = pl->ob; |
457 | op = pl->ob; |
420 | lastdist = rv.distance; |
458 | lastdist = rv.distance; |
421 | } |
459 | } |
422 | } |
460 | |
423 | } |
|
|
424 | #if 0 |
461 | #if 0 |
425 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
462 | LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
426 | #endif |
463 | #endif |
427 | return op; |
464 | return op; |
428 | } |
465 | } |
… | |
… | |
446 | * circling behaviour. Unfortunately, this function is also used to determined |
483 | * circling behaviour. Unfortunately, this function is also used to determined |
447 | * if the creature should cast a spell, so returning a direction in that case |
484 | * if the creature should cast a spell, so returning a direction in that case |
448 | * is probably not a good thing. |
485 | * is probably not a good thing. |
449 | */ |
486 | */ |
450 | #define MAX_SPACES 50 |
487 | #define MAX_SPACES 50 |
451 | |
|
|
452 | |
488 | |
453 | /* |
489 | /* |
454 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
490 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
455 | * modified to verify there is a path to the player. Does this by stepping towards |
491 | * modified to verify there is a path to the player. Does this by stepping towards |
456 | * player and if path is blocked then see if blockage is close enough to player that |
492 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
695 | /* Need to set up the skill pointers */ |
731 | /* Need to set up the skill pointers */ |
696 | link_player_skills (pl); |
732 | link_player_skills (pl); |
697 | } |
733 | } |
698 | |
734 | |
699 | void |
735 | void |
700 | get_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 | |
|
|
707 | void |
|
|
708 | get_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 | |
|
|
715 | void |
|
|
716 | play_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 | |
|
|
739 | int |
|
|
740 | receive_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 | |
|
|
774 | void |
|
|
775 | confirm_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 | |
|
|
783 | void |
|
|
784 | get_party_password (object *op, partylist *party) |
736 | get_party_password (object *op, partylist *party) |
785 | { |
737 | { |
786 | if (party == NULL) |
738 | if (party == NULL) |
787 | { |
739 | { |
788 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
740 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
789 | return; |
741 | return; |
790 | } |
742 | } |
|
|
743 | |
791 | op->contr->write_buf[0] = '\0'; |
744 | op->contr->write_buf[0] = '\0'; |
792 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
745 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
793 | op->contr->party_to_join = party; |
746 | op->contr->party_to_join = party; |
794 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
747 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
795 | } |
748 | } |
796 | |
749 | |
797 | |
|
|
798 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
750 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
799 | int |
751 | static int |
800 | roll_stat (void) |
752 | roll_stat (void) |
801 | { |
753 | { |
802 | int a[4], i, j, k; |
754 | int a[4], i, j, k; |
803 | |
755 | |
804 | for (i = 0; i < 4; i++) |
756 | for (i = 0; i < 4; i++) |
… | |
… | |
807 | for (i = 0, j = 0, k = 7; i < 4; i++) |
759 | for (i = 0, j = 0, k = 7; i < 4; i++) |
808 | if (a[i] < k) |
760 | if (a[i] < k) |
809 | k = a[i], j = i; |
761 | k = a[i], j = i; |
810 | |
762 | |
811 | for (i = 0, k = 0; i < 4; i++) |
763 | for (i = 0, k = 0; i < 4; i++) |
812 | { |
|
|
813 | if (i != j) |
764 | if (i != j) |
814 | k += a[i]; |
765 | k += a[i]; |
815 | } |
766 | |
816 | return k; |
767 | return k; |
817 | } |
768 | } |
818 | |
769 | |
819 | void |
770 | void |
820 | roll_stats (object *op) |
771 | object::roll_stats () |
821 | { |
772 | { |
822 | int sum = 0; |
|
|
823 | int i = 0, j = 0; |
|
|
824 | int statsort[7]; |
773 | int statsort [7]; |
825 | |
774 | |
826 | do |
775 | for (;;) |
827 | { |
|
|
828 | op->stats.Str = roll_stat (); |
|
|
829 | op->stats.Dex = roll_stat (); |
|
|
830 | op->stats.Int = roll_stat (); |
|
|
831 | op->stats.Con = roll_stat (); |
|
|
832 | op->stats.Wis = roll_stat (); |
|
|
833 | op->stats.Pow = roll_stat (); |
|
|
834 | op->stats.Cha = roll_stat (); |
|
|
835 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
836 | } |
776 | { |
837 | while (sum < 82 || sum > 116); |
777 | int sum = 0; |
|
|
778 | for (int i = 7; i--; ) |
|
|
779 | sum += statsort [i] = roll_stat (); |
838 | |
780 | |
|
|
781 | if (sum >= 82 && sum <= 116) |
|
|
782 | break; |
|
|
783 | } |
|
|
784 | |
839 | /* Sort the stats so that rerolling is easier... */ |
785 | // Sort the stats so that rerolling is easier... |
840 | statsort[0] = op->stats.Str; |
786 | std::sort (statsort, statsort + 7, std::greater<int>()); |
841 | statsort[1] = op->stats.Dex; |
|
|
842 | statsort[2] = op->stats.Int; |
|
|
843 | statsort[3] = op->stats.Con; |
|
|
844 | statsort[4] = op->stats.Wis; |
|
|
845 | statsort[5] = op->stats.Pow; |
|
|
846 | statsort[6] = op->stats.Cha; |
|
|
847 | |
787 | |
848 | /* a quick and dirty bubblesort? */ |
|
|
849 | do |
|
|
850 | { |
|
|
851 | if (statsort[i] < statsort[i + 1]) |
|
|
852 | { |
|
|
853 | j = statsort[i]; |
|
|
854 | statsort[i] = statsort[i + 1]; |
|
|
855 | statsort[i + 1] = j; |
|
|
856 | i = 0; |
|
|
857 | } |
|
|
858 | else |
|
|
859 | { |
|
|
860 | i++; |
|
|
861 | } |
|
|
862 | } |
|
|
863 | while (i < 6); |
|
|
864 | |
|
|
865 | op->stats.Str = statsort[0]; |
788 | stats.Str = statsort[0]; |
866 | op->stats.Dex = statsort[1]; |
789 | stats.Dex = statsort[1]; |
867 | op->stats.Con = statsort[2]; |
790 | stats.Con = statsort[2]; |
868 | op->stats.Int = statsort[3]; |
791 | stats.Int = statsort[3]; |
869 | op->stats.Wis = statsort[4]; |
792 | stats.Wis = statsort[4]; |
870 | op->stats.Pow = statsort[5]; |
793 | stats.Pow = statsort[5]; |
871 | op->stats.Cha = statsort[6]; |
794 | stats.Cha = statsort[6]; |
872 | |
795 | |
873 | |
|
|
874 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
875 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
876 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
877 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
878 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
879 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
880 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
881 | |
|
|
882 | op->level = 1; |
|
|
883 | op->stats.exp = 0; |
796 | stats.exp = 0; |
884 | op->stats.ac = 0; |
797 | stats.ac = 0; |
885 | |
798 | |
886 | op->contr->levhp[1] = 9; |
|
|
887 | op->contr->levsp[1] = 6; |
|
|
888 | op->contr->levgrace[1] = 3; |
|
|
889 | |
|
|
890 | fix_player (op); |
|
|
891 | op->stats.hp = op->stats.maxhp; |
799 | stats.hp = stats.maxhp; |
892 | op->stats.sp = op->stats.maxsp; |
800 | stats.sp = stats.maxsp; |
893 | op->stats.grace = op->stats.maxgrace; |
801 | stats.grace = stats.maxgrace; |
|
|
802 | |
|
|
803 | if (contr) |
|
|
804 | { |
|
|
805 | contr->levhp[1] = 9; |
|
|
806 | contr->levsp[1] = 6; |
|
|
807 | contr->levgrace[1] = 3; |
|
|
808 | |
894 | op->contr->orig_stats = op->stats; |
809 | contr->orig_stats = stats; |
|
|
810 | } |
895 | } |
811 | } |
896 | |
812 | |
897 | void |
813 | void |
898 | Roll_Again (object *op) |
814 | object::swap_stats (int a, int b) |
899 | { |
815 | { |
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 | |
|
|
905 | void |
|
|
906 | Swap_Stat (object *op, int Swap_Second) |
|
|
907 | { |
|
|
908 | signed char tmp; |
|
|
909 | char buf[MAX_BUF]; |
|
|
910 | |
|
|
911 | if (op->contr->Swap_First == -1) |
|
|
912 | { |
|
|
913 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
914 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
915 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
916 | return; |
|
|
917 | } |
|
|
918 | |
|
|
919 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
816 | int tmp = get_attr_value (&contr->orig_stats, a); |
920 | |
|
|
921 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
817 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
922 | |
|
|
923 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
818 | set_attr_value (&contr->orig_stats, b, tmp); |
924 | |
819 | |
925 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
926 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
927 | op->stats.Str = op->contr->orig_stats.Str; |
820 | stats.Str = contr->orig_stats.Str; |
928 | op->stats.Dex = op->contr->orig_stats.Dex; |
821 | stats.Dex = contr->orig_stats.Dex; |
929 | op->stats.Con = op->contr->orig_stats.Con; |
822 | stats.Con = contr->orig_stats.Con; |
930 | op->stats.Int = op->contr->orig_stats.Int; |
823 | stats.Int = contr->orig_stats.Int; |
931 | op->stats.Wis = op->contr->orig_stats.Wis; |
824 | stats.Wis = contr->orig_stats.Wis; |
932 | op->stats.Pow = op->contr->orig_stats.Pow; |
825 | stats.Pow = contr->orig_stats.Pow; |
933 | op->stats.Cha = op->contr->orig_stats.Cha; |
826 | stats.Cha = contr->orig_stats.Cha; |
|
|
827 | |
|
|
828 | //TODO: the following code looks so borked and should, at the very least, |
|
|
829 | // be merged with the similar code in roll_stats |
934 | op->stats.ac = 0; |
830 | stats.ac = 0; |
935 | |
831 | |
936 | op->level = 1; |
832 | level = 1; |
937 | op->stats.exp = 0; |
833 | stats.exp = 0; |
938 | op->stats.ac = 0; |
834 | stats.ac = 0; |
939 | |
835 | |
940 | op->contr->levhp[1] = 9; |
|
|
941 | op->contr->levsp[1] = 6; |
|
|
942 | op->contr->levgrace[1] = 3; |
|
|
943 | |
|
|
944 | fix_player (op); |
|
|
945 | op->stats.hp = op->stats.maxhp; |
836 | stats.hp = stats.maxhp; |
946 | op->stats.sp = op->stats.maxsp; |
837 | stats.sp = stats.maxsp; |
947 | op->stats.grace = op->stats.maxgrace; |
838 | stats.grace = stats.maxgrace; |
|
|
839 | |
|
|
840 | if (contr) |
|
|
841 | { |
|
|
842 | contr->levhp[1] = 9; |
|
|
843 | contr->levsp[1] = 6; |
|
|
844 | contr->levgrace[1] = 3; |
|
|
845 | |
948 | op->contr->orig_stats = op->stats; |
846 | contr->orig_stats = stats; |
949 | op->contr->Swap_First = -1; |
|
|
950 | } |
|
|
951 | |
|
|
952 | |
|
|
953 | /* This code has been greatly reduced, because with set_attr_value |
|
|
954 | * and get_attr_value, the stats can be accessed just numeric |
|
|
955 | * ids. stat_trans is a table that translate the number entered |
|
|
956 | * into the actual stat. It is needed because the order the stats |
|
|
957 | * are displayed in the stat window is not the same as how |
|
|
958 | * the number's access that stat. The table does that translation. |
|
|
959 | */ |
|
|
960 | int |
|
|
961 | key_roll_stat (object *op, char key) |
|
|
962 | { |
|
|
963 | int keynum = key - '0'; |
|
|
964 | char buf[MAX_BUF]; |
|
|
965 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
966 | |
|
|
967 | if (keynum > 0 && keynum <= 7) |
|
|
968 | { |
847 | } |
969 | if (op->contr->Swap_First == -1) |
|
|
970 | { |
|
|
971 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
972 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
973 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
974 | } |
|
|
975 | else |
|
|
976 | Swap_Stat (op, stat_trans[keynum]); |
|
|
977 | |
|
|
978 | send_query (op->contr->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 | } |
848 | } |
1026 | |
849 | |
1027 | /* This function takes the key that is passed, and does the |
850 | /* This function takes the key that is passed, and does the |
1028 | * appropriate action with it (change race, or other things). |
851 | * appropriate action with it (change race, or other things). |
1029 | * The function name is for historical reasons - now we have |
852 | * The function name is for historical reasons - now we have |
1030 | * separate race and class; this actually changes the RACE, |
853 | * separate race and class; this actually changes the RACE, |
1031 | * not the class. |
854 | * not the class. |
1032 | */ |
855 | */ |
1033 | |
|
|
1034 | int |
856 | int |
1035 | key_change_class (object *op, char key) |
857 | key_change_class (object *op, char key) |
1036 | { |
858 | { |
1037 | int tmp_loop; |
859 | int tmp_loop; |
1038 | |
860 | |
1039 | if (key == 'q' || key == 'Q') |
|
|
1040 | { |
|
|
1041 | op->remove (); |
|
|
1042 | play_again (op); |
|
|
1043 | return 0; |
|
|
1044 | } |
|
|
1045 | if (key == 'd' || key == 'D') |
861 | if (key == 'd' || key == 'D') |
1046 | { |
862 | { |
1047 | char buf[MAX_BUF]; |
863 | char buf[MAX_BUF]; |
1048 | |
864 | |
1049 | /* this must before then initial items are given */ |
865 | /* this must before then initial items are given */ |
… | |
… | |
1073 | start_info (op); |
889 | start_info (op); |
1074 | CLEAR_FLAG (op, FLAG_WIZ); |
890 | CLEAR_FLAG (op, FLAG_WIZ); |
1075 | give_initial_items (op, op->randomitems); |
891 | give_initial_items (op, op->randomitems); |
1076 | link_player_skills (op); |
892 | link_player_skills (op); |
1077 | esrv_send_inventory (op, op); |
893 | esrv_send_inventory (op, op); |
1078 | fix_player (op); |
894 | op->update_stats (); |
1079 | |
895 | |
1080 | /* This moves the player to a different start map, if there |
896 | /* This moves the player to a different start map, if there |
1081 | * is one for this race |
897 | * is one for this race |
1082 | */ |
898 | */ |
1083 | if (*first_map_ext_path) |
899 | if (*first_map_ext_path) |
… | |
… | |
1109 | while (!tmp_loop) |
925 | while (!tmp_loop) |
1110 | { |
926 | { |
1111 | shstr name = op->name; |
927 | shstr name = op->name; |
1112 | int x = op->x, y = op->y; |
928 | int x = op->x, y = op->y; |
1113 | |
929 | |
1114 | remove_statbonus (op); |
930 | op->remove_statbonus (); |
1115 | op->remove (); |
931 | op->remove (); |
1116 | op->arch = get_player_archetype (op->arch); |
932 | op->arch = get_player_archetype (op->arch); |
1117 | op->arch->clone.copy_to (op); |
933 | op->arch->clone.copy_to (op); |
1118 | op->instantiate (); |
934 | op->instantiate (); |
1119 | op->stats = op->contr->orig_stats; |
935 | op->stats = op->contr->orig_stats; |
… | |
… | |
1121 | op->x = x; |
937 | op->x = x; |
1122 | op->y = y; |
938 | op->y = y; |
1123 | SET_ANIMATION (op, 2); /* So player faces south */ |
939 | SET_ANIMATION (op, 2); /* So player faces south */ |
1124 | insert_ob_in_map (op, op->map, op, 0); |
940 | insert_ob_in_map (op, op->map, op, 0); |
1125 | assign (op->contr->title, op->arch->clone.name); |
941 | assign (op->contr->title, op->arch->clone.name); |
1126 | add_statbonus (op); |
942 | op->add_statbonus (); |
1127 | tmp_loop = allowed_class (op); |
943 | tmp_loop = allowed_class (op); |
1128 | } |
944 | } |
1129 | |
945 | |
1130 | update_object (op, UP_OBJ_FACE); |
946 | update_object (op, UP_OBJ_FACE); |
1131 | esrv_update_item (UPD_FACE, op, op); |
947 | esrv_update_item (UPD_FACE, op, op); |
1132 | fix_player (op); |
948 | op->update_stats (); |
1133 | op->stats.hp = op->stats.maxhp; |
949 | op->stats.hp = op->stats.maxhp; |
1134 | op->stats.sp = op->stats.maxsp; |
950 | op->stats.sp = op->stats.maxsp; |
1135 | op->stats.grace = 0; |
951 | op->stats.grace = 0; |
1136 | |
952 | |
1137 | if (op->msg) |
953 | if (op->msg) |
… | |
… | |
1142 | } |
958 | } |
1143 | |
959 | |
1144 | int |
960 | int |
1145 | key_confirm_quit (object *op, char key) |
961 | key_confirm_quit (object *op, char key) |
1146 | { |
962 | { |
1147 | char buf[MAX_BUF]; |
|
|
1148 | |
|
|
1149 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
963 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
1150 | { |
964 | { |
1151 | op->contr->ns->state = ST_PLAYING; |
965 | op->contr->ns->state = ST_PLAYING; |
1152 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
966 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
1153 | return 1; |
967 | return 1; |
… | |
… | |
1161 | op->direction = 0; |
975 | op->direction = 0; |
1162 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
976 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
1163 | |
977 | |
1164 | strcpy (op->contr->killer, "quit"); |
978 | strcpy (op->contr->killer, "quit"); |
1165 | check_score (op); |
979 | check_score (op); |
1166 | op->contr->party = NULL; |
980 | op->contr->party = 0; |
1167 | if (settings.set_title == TRUE) |
|
|
1168 | op->contr->own_title[0] = '\0'; |
981 | op->contr->own_title[0] = '\0'; |
1169 | |
982 | |
1170 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
983 | object_ptr ob = op; |
1171 | { |
|
|
1172 | maptile *mp, *next; |
|
|
1173 | |
984 | |
|
|
985 | delete ob->contr; |
|
|
986 | |
1174 | /* We need to hunt for any per player unique maps in memory and |
987 | /* We need to hunt for any per player unique maps in memory and |
1175 | * get rid of them. The trailing slash in the path is intentional, |
988 | * get rid of them. The trailing slash in the path is intentional, |
1176 | * so that players named 'Ab' won't match against players 'Abe' pathname |
989 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1177 | */ |
990 | */ |
|
|
991 | char buf[MAX_BUF]; |
1178 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
992 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1179 | for (mp = first_map; mp != NULL; mp = next) |
993 | |
1180 | { |
994 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
995 | { |
1181 | next = mp->next; |
996 | next = mp->next; |
|
|
997 | |
1182 | if (!strncmp (mp->path, buf, strlen (buf))) |
998 | if (!strncmp (mp->path, buf, strlen (buf))) |
1183 | delete_map (mp); |
999 | delete_map (mp); |
1184 | } |
1000 | } |
1185 | |
1001 | |
1186 | delete_character (op->name, 1); |
1002 | delete_character (ob->name, 1); |
1187 | } |
|
|
1188 | |
1003 | |
1189 | play_again (op); |
|
|
1190 | return 1; |
1004 | return 1; |
1191 | } |
1005 | } |
1192 | |
1006 | |
1193 | void |
1007 | void |
1194 | flee_player (object *op) |
1008 | flee_player (object *op) |
… | |
… | |
1332 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1146 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1333 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1147 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1334 | else |
1148 | else |
1335 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1149 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1336 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1150 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1151 | |
1337 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1152 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1338 | |
|
|
1339 | sprintf (putstring, "...flags: "); |
|
|
1340 | for (k = 0; k < 4; k++) |
|
|
1341 | { |
|
|
1342 | for (j = 0; j < 32; j++) |
|
|
1343 | { |
|
|
1344 | if ((tmp->flags[k] >> j) & 0x01) |
|
|
1345 | { |
|
|
1346 | sprintf (tmpstr, "%d ", k * 32 + j); |
|
|
1347 | strcat (putstring, tmpstr); |
|
|
1348 | } |
|
|
1349 | } |
|
|
1350 | } |
|
|
1351 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1352 | |
|
|
1353 | #if 0 |
|
|
1354 | /* print the flags too */ |
|
|
1355 | for (k = 0; k < 4; k++) |
|
|
1356 | { |
|
|
1357 | fprintf (stderr, "%d [%d] ", k, k * 32 + 31); |
|
|
1358 | for (j = 0; j < 32; j++) |
|
|
1359 | { |
|
|
1360 | fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01); |
|
|
1361 | if (!((j + 1) % 4)) |
|
|
1362 | fprintf (stderr, " "); |
|
|
1363 | } |
|
|
1364 | fprintf (stderr, " [%d]\n", k * 32); |
|
|
1365 | } |
|
|
1366 | #endif |
|
|
1367 | } |
1153 | } |
|
|
1154 | |
1368 | /* philosophy: |
1155 | /* philosophy: |
1369 | * It's easy to grab an item type from a pile, as long as it's |
1156 | * It's easy to grab an item type from a pile, as long as it's |
1370 | * generic. This takes no game-time. For more detailed pickups |
1157 | * generic. This takes no game-time. For more detailed pickups |
1371 | * and selections, select-items shoul dbe used. This is a |
1158 | * and selections, select-items should be used. This is a |
1372 | * grab-as-you-run type mode that's really useful for arrows for |
1159 | * grab-as-you-run type mode that's really useful for arrows for |
1373 | * example. |
1160 | * example. |
1374 | * The drawback: right now it has no frontend, so you need to |
1161 | * The drawback: right now it has no frontend, so you need to |
1375 | * stick the bits you want into a calculator in hex mode and then |
1162 | * stick the bits you want into a calculator in hex mode and then |
1376 | * convert to decimal and then 'pickup <#> |
1163 | * convert to decimal and then 'pickup <#> |
… | |
… | |
1884 | arrow->y = sy; |
1671 | arrow->y = sy; |
1885 | |
1672 | |
1886 | if (op->type == PLAYER) |
1673 | if (op->type == PLAYER) |
1887 | { |
1674 | { |
1888 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1675 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1889 | fix_player (op); |
1676 | op->update_stats (); |
1890 | } |
1677 | } |
1891 | |
1678 | |
1892 | SET_ANIMATION (arrow, arrow->direction); |
1679 | SET_ANIMATION (arrow, arrow->direction); |
1893 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1680 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1894 | arrow->stats.hp = arrow->stats.dam; |
1681 | arrow->stats.hp = arrow->stats.dam; |
… | |
… | |
2603 | op->stats.hp = op->stats.maxhp; |
2390 | op->stats.hp = op->stats.maxhp; |
2604 | |
2391 | |
2605 | if (op->stats.food < 0) |
2392 | if (op->stats.food < 0) |
2606 | op->stats.food = 999; |
2393 | op->stats.food = 999; |
2607 | |
2394 | |
2608 | fix_player (op); |
2395 | op->update_stats (); |
2609 | return 1; |
2396 | return 1; |
2610 | } |
2397 | } |
2611 | |
2398 | |
2612 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2399 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2613 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2400 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
… | |
… | |
2643 | remove_unpaid_objects (op->inv, env); |
2430 | remove_unpaid_objects (op->inv, env); |
2644 | |
2431 | |
2645 | op = next; |
2432 | op = next; |
2646 | } |
2433 | } |
2647 | } |
2434 | } |
2648 | |
|
|
2649 | |
2435 | |
2650 | /* |
2436 | /* |
2651 | * Returns pointer a static string containing gravestone text |
2437 | * Returns pointer a static string containing gravestone text |
2652 | * Moved from apply.c to player.c - player.c is what |
2438 | * Moved from apply.c to player.c - player.c is what |
2653 | * actually uses this function. player.c may not be quite the |
2439 | * actually uses this function. player.c may not be quite the |
… | |
… | |
2687 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2473 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2688 | strcat (buf2, buf); |
2474 | strcat (buf2, buf); |
2689 | |
2475 | |
2690 | return buf2; |
2476 | return buf2; |
2691 | } |
2477 | } |
2692 | |
|
|
2693 | |
|
|
2694 | |
2478 | |
2695 | void |
2479 | void |
2696 | do_some_living (object *op) |
2480 | do_some_living (object *op) |
2697 | { |
2481 | { |
2698 | int last_food = op->stats.food; |
2482 | int last_food = op->stats.food; |
… | |
… | |
2707 | const int max_grace = 1; |
2491 | const int max_grace = 1; |
2708 | |
2492 | |
2709 | if (op->contr->outputs_sync) |
2493 | if (op->contr->outputs_sync) |
2710 | { |
2494 | { |
2711 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2495 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2712 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2496 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2713 | flush_output_element (op, &op->contr->outputs[i]); |
2497 | flush_output_element (op, &op->contr->outputs[i]); |
2714 | } |
2498 | } |
2715 | |
2499 | |
2716 | if (op->contr->ns->state == ST_PLAYING) |
2500 | if (op->contr->ns->state == ST_PLAYING) |
2717 | { |
2501 | { |
2718 | |
|
|
2719 | /* these next three if clauses make it possible to SLOW DOWN |
2502 | /* these next three if clauses make it possible to SLOW DOWN |
2720 | hp/grace/spellpoint regeneration. */ |
2503 | hp/grace/spellpoint regeneration. */ |
2721 | if (op->contr->gen_hp >= 0) |
2504 | if (op->contr->gen_hp >= 0) |
2722 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2505 | gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2723 | else |
2506 | else |
2724 | { |
2507 | { |
2725 | gen_hp = op->stats.maxhp; |
2508 | gen_hp = op->stats.maxhp; |
2726 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2509 | rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2727 | } |
2510 | } |
|
|
2511 | |
2728 | if (op->contr->gen_sp >= 0) |
2512 | if (op->contr->gen_sp >= 0) |
2729 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2513 | gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2730 | else |
2514 | else |
2731 | { |
2515 | { |
2732 | gen_sp = op->stats.maxsp; |
2516 | gen_sp = op->stats.maxsp; |
2733 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2517 | rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2734 | } |
2518 | } |
|
|
2519 | |
2735 | if (op->contr->gen_grace >= 0) |
2520 | if (op->contr->gen_grace >= 0) |
2736 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2521 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2737 | else |
2522 | else |
2738 | { |
2523 | { |
2739 | gen_grace = op->stats.maxgrace; |
2524 | gen_grace = op->stats.maxgrace; |
… | |
… | |
2755 | op->stats.food += op->contr->digestion; |
2540 | op->stats.food += op->contr->digestion; |
2756 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2541 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2757 | op->stats.food = last_food; |
2542 | op->stats.food = last_food; |
2758 | } |
2543 | } |
2759 | } |
2544 | } |
|
|
2545 | |
2760 | if (max_sp > 1) |
2546 | if (max_sp > 1) |
2761 | { |
2547 | { |
2762 | over_sp = (gen_sp + 10) / rate_sp; |
2548 | over_sp = (gen_sp + 10) / rate_sp; |
2763 | if (over_sp > 0) |
2549 | if (over_sp > 0) |
2764 | { |
2550 | { |
2765 | if (op->stats.sp < op->stats.maxsp) |
2551 | if (op->stats.sp < op->stats.maxsp) |
2766 | { |
2552 | { |
2767 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2553 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2554 | |
2768 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2555 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2769 | op->stats.sp--; |
2556 | op->stats.sp--; |
|
|
2557 | |
2770 | if (op->stats.sp > op->stats.maxsp) |
2558 | if (op->stats.sp > op->stats.maxsp) |
2771 | op->stats.sp = op->stats.maxsp; |
2559 | op->stats.sp = op->stats.maxsp; |
2772 | } |
2560 | } |
2773 | op->last_sp = 0; |
2561 | op->last_sp = 0; |
2774 | } |
2562 | } |
2775 | else |
2563 | else |
2776 | { |
|
|
2777 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2564 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2778 | } |
|
|
2779 | } |
2565 | } |
2780 | else |
2566 | else |
2781 | { |
|
|
2782 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2567 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2783 | } |
|
|
2784 | } |
2568 | } |
2785 | |
2569 | |
2786 | /* Regenerate Grace */ |
2570 | /* Regenerate Grace */ |
2787 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2571 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2788 | if (--op->last_grace < 0) |
2572 | if (--op->last_grace < 0) |
2789 | { |
2573 | { |
2790 | if (op->stats.grace < op->stats.maxgrace / 2) |
2574 | if (op->stats.grace < op->stats.maxgrace / 2) |
2791 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2575 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2576 | |
2792 | if (max_grace > 1) |
2577 | if (max_grace > 1) |
2793 | { |
2578 | { |
2794 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2579 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2795 | if (over_grace > 0) |
2580 | if (over_grace > 0) |
2796 | { |
2581 | { |
… | |
… | |
2824 | op->stats.food += op->contr->digestion; |
2609 | op->stats.food += op->contr->digestion; |
2825 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2610 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2826 | op->stats.food = last_food; |
2611 | op->stats.food = last_food; |
2827 | } |
2612 | } |
2828 | } |
2613 | } |
|
|
2614 | |
2829 | if (max_hp > 1) |
2615 | if (max_hp > 1) |
2830 | { |
2616 | { |
2831 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2617 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2832 | if (over_hp > 0) |
2618 | if (over_hp > 0) |
2833 | { |
2619 | { |
… | |
… | |
2857 | |
2643 | |
2858 | if (op->contr->gen_hp > 0) |
2644 | if (op->contr->gen_hp > 0) |
2859 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2645 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2860 | else |
2646 | else |
2861 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2647 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2648 | |
2862 | /* dms do not consume food */ |
2649 | /* dms do not consume food */ |
2863 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2650 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2864 | op->stats.food--; |
2651 | op->stats.food--; |
2865 | } |
2652 | } |
2866 | } |
|
|
2867 | |
2653 | |
2868 | if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2654 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2869 | { |
2655 | { |
2870 | object *tmp, *flesh = NULL; |
2656 | object *tmp, *flesh = 0; |
2871 | |
2657 | |
2872 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2658 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2873 | { |
2659 | { |
2874 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2660 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2875 | { |
|
|
2876 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2877 | { |
2661 | { |
|
|
2662 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
|
|
2663 | { |
2878 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2664 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2879 | manual_apply (op, tmp, 0); |
2665 | manual_apply (op, tmp, 0); |
2880 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2666 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2881 | break; |
2667 | break; |
2882 | } |
2668 | } |
2883 | else if (tmp->type == FLESH) |
2669 | else if (tmp->type == FLESH) |
2884 | flesh = tmp; |
2670 | flesh = tmp; |
2885 | } /* End if paid for object */ |
2671 | } /* End if paid for object */ |
2886 | } /* end of for loop */ |
2672 | } /* end of for loop */ |
|
|
2673 | |
2887 | /* If player is still starving, it means they don't have any food, so |
2674 | /* If player is still starving, it means they don't have any food, so |
2888 | * eat flesh instead. |
2675 | * eat flesh instead. |
2889 | */ |
2676 | */ |
2890 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2677 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2891 | { |
2678 | { |
2892 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2679 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2893 | manual_apply (op, flesh, 0); |
2680 | manual_apply (op, flesh, 0); |
2894 | } |
2681 | } |
2895 | } /* end if player is starving */ |
2682 | } |
2896 | |
2683 | |
2897 | while (op->stats.food < 0 && op->stats.hp > 0) |
2684 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2898 | op->stats.food++, op->stats.hp--; |
2685 | op->stats.food++, op->stats.hp--; |
2899 | |
2686 | |
2900 | if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2687 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2901 | kill_player (op); |
2688 | kill_player (op); |
|
|
2689 | } |
2902 | } |
2690 | } |
2903 | |
|
|
2904 | |
|
|
2905 | |
2691 | |
2906 | /* If the player should die (lack of hp, food, etc), we call this. |
2692 | /* If the player should die (lack of hp, food, etc), we call this. |
2907 | * op is the player in jeopardy. If the player can not be saved (not |
2693 | * op is the player in jeopardy. If the player can not be saved (not |
2908 | * permadeath, no lifesave), this will take care of removing the player |
2694 | * permadeath, no lifesave), this will take care of removing the player |
2909 | * file. |
2695 | * file. |
… | |
… | |
3016 | x = op->x; |
2802 | x = op->x; |
3017 | y = op->y; |
2803 | y = op->y; |
3018 | map = op->map; |
2804 | map = op->map; |
3019 | |
2805 | |
3020 | |
2806 | |
3021 | if (settings.not_permadeth == TRUE) |
|
|
3022 | { |
|
|
3023 | /* NOT_PERMADEATH code. This basically brings the character back to |
2807 | /* NOT_PERMADEATH code. This basically brings the character back to |
3024 | * life if they are dead - it takes some exp and a random stat. |
2808 | * life if they are dead - it takes some exp and a random stat. |
3025 | * See the config.h file for a little more in depth detail about this. |
2809 | * See the config.h file for a little more in depth detail about this. |
3026 | */ |
2810 | */ |
3027 | |
2811 | |
3028 | /* Basically two ways to go - remove a stat permanently, or just |
2812 | /* Basically two ways to go - remove a stat permanently, or just |
3029 | * make it depletion. This bunch of code deals with that aspect |
2813 | * make it depletion. This bunch of code deals with that aspect |
3030 | * of death. |
2814 | * of death. |
3031 | */ |
2815 | */ |
3032 | #ifndef COZY_SERVER |
2816 | #ifndef COZY_SERVER |
3033 | if (settings.balanced_stat_loss) |
2817 | if (settings.balanced_stat_loss) |
3034 | { |
2818 | { |
3035 | /* If stat loss is permanent, lose one stat only. */ |
2819 | /* If stat loss is permanent, lose one stat only. */ |
3036 | /* Lower level chars don't lose as many stats because they suffer |
2820 | /* Lower level chars don't lose as many stats because they suffer |
3037 | more if they do. */ |
2821 | more if they do. */ |
3038 | /* Higher level characters can afford things such as potions of |
2822 | /* Higher level characters can afford things such as potions of |
3039 | restoration, or better, stat potions. So we slug them that |
2823 | restoration, or better, stat potions. So we slug them that |
3040 | little bit harder. */ |
2824 | little bit harder. */ |
3041 | /* GD */ |
2825 | /* GD */ |
3042 | if (settings.stat_loss_on_death) |
2826 | if (settings.stat_loss_on_death) |
3043 | num_stats_lose = 1; |
2827 | num_stats_lose = 1; |
3044 | else |
|
|
3045 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3046 | } |
|
|
3047 | else |
2828 | else |
3048 | { |
2829 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2830 | } |
|
|
2831 | else |
|
|
2832 | { |
3049 | num_stats_lose = 1; |
2833 | num_stats_lose = 1; |
3050 | } |
2834 | } |
3051 | lost_a_stat = 0; |
2835 | lost_a_stat = 0; |
3052 | |
2836 | |
3053 | for (z = 0; z < num_stats_lose; z++) |
2837 | for (z = 0; z < num_stats_lose; z++) |
3054 | { |
2838 | { |
3055 | i = RANDOM () % NUM_STATS; |
2839 | i = RANDOM () % NUM_STATS; |
3056 | |
2840 | |
3057 | if (settings.stat_loss_on_death) |
2841 | if (settings.stat_loss_on_death) |
3058 | { |
2842 | { |
3059 | /* Pick a random stat and take a point off it. Tell the player |
2843 | /* Pick a random stat and take a point off it. Tell the player |
3060 | * what he lost. |
2844 | * what he lost. |
3061 | */ |
2845 | */ |
3062 | change_attr_value (&(op->stats), i, -1); |
2846 | change_attr_value (&(op->stats), i, -1); |
3063 | check_stat_bounds (&(op->stats)); |
2847 | check_stat_bounds (&(op->stats)); |
3064 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2848 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3065 | check_stat_bounds (&(op->contr->orig_stats)); |
2849 | check_stat_bounds (&(op->contr->orig_stats)); |
3066 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2850 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3067 | lost_a_stat = 1; |
2851 | lost_a_stat = 1; |
|
|
2852 | } |
|
|
2853 | else |
|
|
2854 | { |
|
|
2855 | /* deplete a stat */ |
|
|
2856 | archetype *deparch = archetype::find ("depletion"); |
|
|
2857 | object *dep; |
|
|
2858 | |
|
|
2859 | dep = present_arch_in_ob (deparch, op); |
|
|
2860 | if (!dep) |
|
|
2861 | { |
|
|
2862 | dep = arch_to_object (deparch); |
|
|
2863 | insert_ob_in_ob (dep, op); |
3068 | } |
2864 | } |
3069 | else |
2865 | lose_this_stat = 1; |
|
|
2866 | if (settings.balanced_stat_loss) |
3070 | { |
2867 | { |
3071 | /* deplete a stat */ |
2868 | /* GD */ |
3072 | archetype *deparch = archetype::find ("depletion"); |
2869 | /* Get the stat that we're about to deplete. */ |
3073 | object *dep; |
2870 | this_stat = get_attr_value (&(dep->stats), i); |
3074 | |
2871 | if (this_stat < 0) |
3075 | dep = present_arch_in_ob (deparch, op); |
|
|
3076 | if (!dep) |
|
|
3077 | { |
2872 | { |
3078 | dep = arch_to_object (deparch); |
2873 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3079 | insert_ob_in_ob (dep, op); |
2874 | int keep_chance = this_stat * this_stat; |
3080 | } |
2875 | |
3081 | lose_this_stat = 1; |
2876 | /* Yes, I am paranoid. Sue me. */ |
3082 | if (settings.balanced_stat_loss) |
|
|
3083 | { |
|
|
3084 | /* GD */ |
|
|
3085 | /* Get the stat that we're about to deplete. */ |
|
|
3086 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3087 | if (this_stat < 0) |
2877 | if (keep_chance < 1) |
|
|
2878 | keep_chance = 1; |
|
|
2879 | |
|
|
2880 | /* There is a maximum depletion total per level. */ |
|
|
2881 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3088 | { |
2882 | { |
3089 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3090 | int keep_chance = this_stat * this_stat; |
|
|
3091 | |
|
|
3092 | /* Yes, I am paranoid. Sue me. */ |
|
|
3093 | if (keep_chance < 1) |
|
|
3094 | keep_chance = 1; |
|
|
3095 | |
|
|
3096 | /* There is a maximum depletion total per level. */ |
|
|
3097 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3098 | { |
|
|
3099 | lose_this_stat = 0; |
2883 | lose_this_stat = 0; |
3100 | /* Take loss chance vs keep chance to see if we |
2884 | /* Take loss chance vs keep chance to see if we |
3101 | retain the stat. */ |
2885 | retain the stat. */ |
3102 | } |
|
|
3103 | else |
|
|
3104 | { |
|
|
3105 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3106 | lose_this_stat = 0; |
|
|
3107 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3108 | this_stat, keep_chance, loss_chance, |
|
|
3109 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3110 | } |
|
|
3111 | } |
2886 | } |
3112 | } |
|
|
3113 | |
|
|
3114 | if (lose_this_stat) |
|
|
3115 | { |
|
|
3116 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3117 | /* We could try to do something clever like find another |
|
|
3118 | * stat to reduce if this fails. But chances are, if |
|
|
3119 | * stats have been depleted to -50, all are pretty low |
|
|
3120 | * and should be roughly the same, so it shouldn't make a |
|
|
3121 | * difference. |
|
|
3122 | */ |
2887 | else |
3123 | if (this_stat >= -50) |
|
|
3124 | { |
2888 | { |
3125 | change_attr_value (&(dep->stats), i, -1); |
2889 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3126 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3127 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3128 | fix_player (op); |
|
|
3129 | lost_a_stat = 1; |
2890 | lose_this_stat = 0; |
|
|
2891 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2892 | this_stat, keep_chance, loss_chance, |
|
|
2893 | lose_this_stat?"LOSE":"KEEP"); */ |
3130 | } |
2894 | } |
3131 | } |
2895 | } |
3132 | } |
2896 | } |
|
|
2897 | |
|
|
2898 | if (lose_this_stat) |
|
|
2899 | { |
|
|
2900 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2901 | /* We could try to do something clever like find another |
|
|
2902 | * stat to reduce if this fails. But chances are, if |
|
|
2903 | * stats have been depleted to -50, all are pretty low |
|
|
2904 | * and should be roughly the same, so it shouldn't make a |
|
|
2905 | * difference. |
|
|
2906 | */ |
|
|
2907 | if (this_stat >= -50) |
|
|
2908 | { |
|
|
2909 | change_attr_value (&(dep->stats), i, -1); |
|
|
2910 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2911 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2912 | op->update_stats (); |
|
|
2913 | lost_a_stat = 1; |
|
|
2914 | } |
3133 | } |
2915 | } |
|
|
2916 | } |
|
|
2917 | } |
3134 | /* If no stat lost, tell the player. */ |
2918 | /* If no stat lost, tell the player. */ |
3135 | if (!lost_a_stat) |
2919 | if (!lost_a_stat) |
3136 | { |
2920 | { |
3137 | /* determine_god() seems to not work sometimes... why is this? |
2921 | /* determine_god() seems to not work sometimes... why is this? |
3138 | Should I be using something else? GD */ |
2922 | Should I be using something else? GD */ |
3139 | const char *god = determine_god (op); |
2923 | const char *god = determine_god (op); |
3140 | |
2924 | |
3141 | if (god && (strcmp (god, "none"))) |
2925 | if (god && (strcmp (god, "none"))) |
3142 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2926 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3143 | else |
2927 | else |
3144 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2928 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3145 | } |
2929 | } |
3146 | #else |
2930 | #else |
3147 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2931 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3148 | #endif |
2932 | #endif |
3149 | |
2933 | |
3150 | /* Put a gravestone up where the character 'almost' died. List the |
2934 | /* Put a gravestone up where the character 'almost' died. List the |
3151 | * exp loss on the stone. |
2935 | * exp loss on the stone. |
3152 | */ |
2936 | */ |
3153 | tmp = arch_to_object (archetype::find ("gravestone")); |
2937 | tmp = arch_to_object (archetype::find ("gravestone")); |
3154 | sprintf (buf, "%s's gravestone", &op->name); |
2938 | sprintf (buf, "%s's gravestone", &op->name); |
3155 | tmp->name = buf; |
2939 | tmp->name = buf; |
3156 | sprintf (buf, "%s's gravestones", &op->name); |
2940 | sprintf (buf, "%s's gravestones", &op->name); |
3157 | tmp->name_pl = buf; |
2941 | tmp->name_pl = buf; |
3158 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
2942 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
3159 | tmp->msg = buf; |
2943 | tmp->msg = buf; |
3160 | tmp->x = op->x, tmp->y = op->y; |
2944 | tmp->x = op->x, tmp->y = op->y; |
3161 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2945 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3162 | |
2946 | |
3163 | /**************************************/ |
2947 | /**************************************/ |
3164 | /* */ |
2948 | /* */ |
3165 | /* Subtract the experience points, */ |
2949 | /* Subtract the experience points, */ |
3166 | /* if we died cause of food, give us */ |
2950 | /* if we died cause of food, give us */ |
3167 | /* food, and reset HP's... */ |
2951 | /* food, and reset HP's... */ |
3168 | /* */ |
2952 | /* */ |
3169 | /**************************************/ |
2953 | /**************************************/ |
3170 | |
2954 | |
3171 | /* remove any poisoning and confusion the character may be suffering. */ |
2955 | /* remove any poisoning and confusion the character may be suffering. */ |
3172 | /* restore player */ |
2956 | /* restore player */ |
3173 | at = archetype::find ("poisoning"); |
2957 | at = archetype::find ("poisoning"); |
3174 | tmp = present_arch_in_ob (at, op); |
2958 | tmp = present_arch_in_ob (at, op); |
3175 | |
2959 | |
3176 | if (tmp) |
2960 | if (tmp) |
3177 | { |
2961 | { |
3178 | tmp->destroy (); |
2962 | tmp->destroy (); |
3179 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2963 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3180 | } |
2964 | } |
3181 | |
2965 | |
3182 | at = archetype::find ("confusion"); |
2966 | at = archetype::find ("confusion"); |
3183 | tmp = present_arch_in_ob (at, op); |
2967 | tmp = present_arch_in_ob (at, op); |
3184 | if (tmp) |
2968 | if (tmp) |
3185 | { |
2969 | { |
3186 | tmp->destroy (); |
2970 | tmp->destroy (); |
3187 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2971 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3188 | } |
2972 | } |
3189 | |
2973 | |
3190 | cure_disease (op, 0); /* remove any disease */ |
2974 | cure_disease (op, 0); /* remove any disease */ |
3191 | |
2975 | |
3192 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2976 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3193 | apply_death_exp_penalty (op); |
2977 | apply_death_exp_penalty (op); |
3194 | if (op->stats.food < 100) |
2978 | if (op->stats.food < 100) |
3195 | op->stats.food = 900; |
2979 | op->stats.food = 900; |
3196 | op->stats.hp = op->stats.maxhp; |
2980 | op->stats.hp = op->stats.maxhp; |
3197 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2981 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3198 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2982 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3199 | |
2983 | |
3200 | /* |
2984 | /* |
3201 | * Check to see if the player is in a shop. IF so, then check to see if |
2985 | * Check to see if the player is in a shop. IF so, then check to see if |
3202 | * the player has any unpaid items. If so, remove them and put them back |
2986 | * the player has any unpaid items. If so, remove them and put them back |
3203 | * in the map. |
2987 | * in the map. |
3204 | */ |
2988 | */ |
3205 | |
2989 | |
3206 | if (is_in_shop (op)) |
2990 | if (is_in_shop (op)) |
3207 | remove_unpaid_objects (op->inv, op); |
2991 | remove_unpaid_objects (op->inv, op); |
3208 | |
2992 | |
3209 | /****************************************/ |
2993 | /****************************************/ |
3210 | /* */ |
2994 | /* */ |
3211 | /* Move player to his current respawn- */ |
2995 | /* Move player to his current respawn- */ |
3212 | /* position (usually last savebed) */ |
2996 | /* position (usually last savebed) */ |
3213 | /* */ |
2997 | /* */ |
3214 | /****************************************/ |
2998 | /****************************************/ |
3215 | |
2999 | |
3216 | enter_player_savebed (op); |
3000 | enter_player_savebed (op); |
3217 | |
3001 | |
3218 | /* Save the player before inserting the force to reduce |
3002 | /* Save the player before inserting the force to reduce |
3219 | * chance of abuse. |
3003 | * chance of abuse. |
3220 | */ |
3004 | */ |
3221 | op->contr->braced = 0; |
3005 | op->contr->braced = 0; |
3222 | save_player (op, 1); |
3006 | op->contr->save (); |
3223 | |
3007 | |
3224 | /* it is possible that the player has blown something up |
3008 | /* it is possible that the player has blown something up |
3225 | * at his savebed location, and that can have long lasting |
3009 | * at his savebed location, and that can have long lasting |
3226 | * spell effects. So first see if there is a spell effect |
3010 | * spell effects. So first see if there is a spell effect |
3227 | * on the space that might harm the player. |
3011 | * on the space that might harm the player. |
3228 | */ |
3012 | */ |
3229 | will_kill_again = 0; |
3013 | will_kill_again = 0; |
3230 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3014 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3231 | if (tmp->type == SPELL_EFFECT) |
3015 | if (tmp->type == SPELL_EFFECT) |
3232 | will_kill_again |= tmp->attacktype; |
3016 | will_kill_again |= tmp->attacktype; |
3233 | |
3017 | |
3234 | if (will_kill_again) |
3018 | if (will_kill_again) |
3235 | { |
3019 | { |
3236 | object *force; |
3020 | object *force; |
3237 | int at; |
3021 | int at; |
3238 | |
3022 | |
3239 | force = get_archetype (FORCE_NAME); |
3023 | force = get_archetype (FORCE_NAME); |
3240 | /* 50 ticks should be enough time for the spell to abate */ |
3024 | /* 50 ticks should be enough time for the spell to abate */ |
3241 | force->speed = 0.1; |
3025 | force->speed = 0.1; |
3242 | force->speed_left = -5.0; |
3026 | force->speed_left = -5.0; |
3243 | SET_FLAG (force, FLAG_APPLIED); |
3027 | SET_FLAG (force, FLAG_APPLIED); |
3244 | for (at = 0; at < NROFATTACKS; at++) |
3028 | for (at = 0; at < NROFATTACKS; at++) |
3245 | if (will_kill_again & (1 << at)) |
3029 | if (will_kill_again & (1 << at)) |
3246 | force->resist[at] = 100; |
3030 | force->resist[at] = 100; |
3247 | |
3031 | |
3248 | insert_ob_in_ob (force, op); |
3032 | insert_ob_in_ob (force, op); |
3249 | fix_player (op); |
3033 | op->update_stats (); |
3250 | |
3034 | |
3251 | } |
3035 | } |
3252 | |
3036 | |
3253 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3037 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3254 | return; |
|
|
3255 | } /* NOT_PERMADETH */ |
|
|
3256 | else |
|
|
3257 | { |
|
|
3258 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3259 | * should probably be embedded in an else statement. |
|
|
3260 | */ |
|
|
3261 | |
|
|
3262 | op->contr->party = NULL; |
|
|
3263 | if (settings.set_title == TRUE) |
|
|
3264 | op->contr->own_title[0] = '\0'; |
|
|
3265 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3266 | check_score (op); |
|
|
3267 | |
|
|
3268 | if (op->contr->ranges[range_golem]) |
|
|
3269 | { |
|
|
3270 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3271 | op->contr->ranges[range_golem]->destroy (); |
|
|
3272 | op->contr->ranges[range_golem] = 0; |
|
|
3273 | } |
|
|
3274 | |
|
|
3275 | loot_object (op); /* Remove some of the items for good */ |
|
|
3276 | op->remove (); |
|
|
3277 | op->direction = 0; |
|
|
3278 | |
|
|
3279 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3280 | { |
|
|
3281 | delete_character (op->name, 0); |
|
|
3282 | if (settings.resurrection == TRUE) |
|
|
3283 | { |
|
|
3284 | /* save playerfile sans equipment when player dies |
|
|
3285 | ** then save it as player.pl.dead so that future resurrection |
|
|
3286 | ** type spells will work on them nicely |
|
|
3287 | */ |
|
|
3288 | delete_character (op->name, 0); |
|
|
3289 | op->stats.hp = op->stats.maxhp; |
|
|
3290 | op->stats.food = 999; |
|
|
3291 | |
|
|
3292 | /* set the location of where the person will reappear when */ |
|
|
3293 | /* maybe resurrection code should fix map also */ |
|
|
3294 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3295 | if (op->map != NULL) |
|
|
3296 | op->map = NULL; |
|
|
3297 | op->x = settings.emergency_x; |
|
|
3298 | op->y = settings.emergency_y; |
|
|
3299 | save_player (op, 0); |
|
|
3300 | op->map = map; |
|
|
3301 | /* please see resurrection.c: peterm */ |
|
|
3302 | dead_player (op); |
|
|
3303 | } |
|
|
3304 | else |
|
|
3305 | delete_character (op->name, 1); |
|
|
3306 | } |
|
|
3307 | |
|
|
3308 | play_again (op); |
|
|
3309 | |
|
|
3310 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3311 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3312 | sprintf (buf, "%s", &op->name); |
|
|
3313 | tmp->name = tmp->name_pl = buf; |
|
|
3314 | tmp->level = op->level; |
|
|
3315 | tmp->x = x; |
|
|
3316 | tmp->y = y; |
|
|
3317 | tmp->msg = gravestone_text (op); |
|
|
3318 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3319 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3320 | } |
|
|
3321 | } |
3038 | } |
3322 | |
|
|
3323 | |
3039 | |
3324 | void |
3040 | void |
3325 | loot_object (object *op) |
3041 | loot_object (object *op) |
3326 | { /* Grab and destroy some treasure */ |
3042 | { /* Grab and destroy some treasure */ |
3327 | object *tmp, *tmp2, *next; |
3043 | object *tmp, *tmp2, *next; |
3328 | |
3044 | |
3329 | if (op->container) |
3045 | if (op->container) |
3330 | { /* close open sack first */ |
|
|
3331 | esrv_apply_container (op, op->container); |
3046 | esrv_apply_container (op, op->container); /* close open sack first */ |
3332 | } |
|
|
3333 | |
3047 | |
3334 | for (tmp = op->inv; tmp != NULL; tmp = next) |
3048 | for (tmp = op->inv; tmp; tmp = next) |
3335 | { |
3049 | { |
3336 | next = tmp->below; |
3050 | next = tmp->below; |
|
|
3051 | |
3337 | if (tmp->invisible) |
3052 | if (tmp->invisible) |
3338 | continue; |
3053 | continue; |
|
|
3054 | |
3339 | tmp->remove (); |
3055 | tmp->remove (); |
3340 | tmp->x = op->x, tmp->y = op->y; |
3056 | tmp->x = op->x, tmp->y = op->y; |
3341 | if (tmp->type == CONTAINER) |
3057 | if (tmp->type == CONTAINER) |
3342 | { /* empty container to ground */ |
3058 | { /* empty container to ground */ |
3343 | loot_object (tmp); |
3059 | loot_object (tmp); |
… | |
… | |
3365 | */ |
3081 | */ |
3366 | |
3082 | |
3367 | void |
3083 | void |
3368 | fix_weight (void) |
3084 | fix_weight (void) |
3369 | { |
3085 | { |
3370 | player *pl; |
3086 | for_all_players (pl) |
3371 | |
|
|
3372 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3373 | { |
3087 | { |
3374 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3088 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3375 | |
3089 | |
3376 | if (old == sum) |
3090 | if (old == sum) |
3377 | continue; |
3091 | continue; |
3378 | fix_player (pl->ob); |
3092 | pl->ob->update_stats (); |
3379 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3093 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3380 | } |
3094 | } |
3381 | } |
3095 | } |
3382 | |
3096 | |
3383 | void |
3097 | void |
3384 | fix_luck (void) |
3098 | fix_luck (void) |
3385 | { |
3099 | { |
3386 | player *pl; |
3100 | for_all_players (pl) |
3387 | |
|
|
3388 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
3389 | if (!pl->ob->contr->ns->state) |
3101 | if (!pl->ob->contr->ns->state) |
3390 | change_luck (pl->ob, 0); |
3102 | pl->ob->change_luck (0); |
3391 | } |
3103 | } |
3392 | |
|
|
3393 | |
3104 | |
3394 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3105 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3395 | * This is much simpler in the new spell code - we basically |
3106 | * This is much simpler in the new spell code - we basically |
3396 | * just treat this as any other spell casting object. |
3107 | * just treat this as any other spell casting object. |
3397 | */ |
3108 | */ |
3398 | |
|
|
3399 | void |
3109 | void |
3400 | cast_dust (object *op, object *throw_ob, int dir) |
3110 | cast_dust (object *op, object *throw_ob, int dir) |
3401 | { |
3111 | { |
3402 | object *skop, *spob; |
3112 | object *skop, *spob; |
3403 | |
3113 | |