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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 1.75 by root, Sat Dec 30 21:15:59 2006 UTC

28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 for_all_players (pl)
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 41 return pl;
46 }; 42
47 return NULL; 43 return 0;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74} 44}
75 45
76void 46void
77display_motd (const object *op) 47display_motd (const object *op)
78{ 48{
87 return; 57 return;
88 58
89 motd[0] = '\0'; 59 motd[0] = '\0';
90 size = 0; 60 size = 0;
91 61
92 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
93 { 63 {
94 if (*buf == '#') 64 if (*buf == '#')
95 continue; 65 continue;
96 66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 86 return;
117 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
120 90
121 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
122 { 92 {
123 if (*buf == '#') 93 if (*buf == '#')
124 continue; 94 continue;
125 95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
187} 157}
188 158
189int 159/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 160static void
161set_first_map (object *op)
191{ 162{
192 /* Don't allow - or _ as first character in the name */ 163 strcpy (op->contr->maplevel, first_map_path);
193 if (*cp == '-' || *cp == '_') 164 op->x = -1;
194 return 0; 165 op->y = -1;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201} 166}
202 167
203/* This no longer sets the player map. Also, it now updates 168void
204 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 170{
217 object *op = arch_to_object (get_player_archetype (0)); 171 object *tmp = object::create ();
218 int i;
219 172
220 /* Clears basically the entire player structure except 173 EXIT_PATH (tmp) = maplevel;
221 * for next and socket. 174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 217 */
223 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
224 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate (1);
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260 INVOKE_PLAYER (LOGIN, this);
261}
262
263void
264player::disconnect ()
265{
266 if (ob)
267 ob->deactivate (1);
268
269 //TODO: don't be so harsh and destroy :)
270 if (ns)
271 {
272 if (enable_save)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274
275 client *ns = this->ns;
276 ns->send_packet ("goodbye");
277 ns->flush ();
278 ns->pl = 0;
279 this->ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 }
284}
285
286// the need for this function can be explained
287// by load_object not returning the object
288void
289player::set_object (object *op)
290{
291 ob = op;
292 ob->contr = this; /* this aren't yet in archetype */
293
294 ob->speed_left = 0.5;
295 ob->speed = 1.0;
296 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 set_first_map (ob);
301 enter_map ();
302
303 ob->roll_stats ();
304}
305
306player::player ()
307{
225 /* There are some elements we want initialized to non zero value - 308 /* There are some elements we want initialized to non zero value -
226 * we deal with that below this point. 309 * we deal with that below this point.
227 */ 310 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 311 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 312 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 313 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 314
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 315 assign (savebed_map, first_map_path); /* Init. respawn position */
239 316
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; 317 gen_sp_armour = 10;
258 p->last_speed = -1; 318 last_speed = -1;
259 p->shoottype = range_none; 319 shoottype = range_none;
260 p->bowtype = bow_normal; 320 bowtype = bow_normal;
261 p->petmode = pet_normal; 321 petmode = pet_normal;
262 p->listening = 10; 322 listening = 10;
263 p->usekeys = containers; 323 usekeys = containers;
264 p->last_weapon_sp = -1; 324 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 325 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 326 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);
273 327
274 /* we need to clear these to -1 and not zero - otherwise, 328 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 329 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 330 * send new values to the client, as things like exp start
277 * at zero. 331 * at zero.
278 */ 332 */
279 for (i = 0; i < NUM_SKILLS; i++) 333 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 334 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 335
285 for (i = 0; i < NROFATTACKS; i++) 336 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 337 last_resist[i] = -1;
287 338
288 p->last_stats.exp = -1; 339 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 340 last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 341}
296 342
297/* This loads the first map an puts the player on it. */ 343void
298static void 344player::do_destroy ()
299set_first_map (object *op)
300{ 345{
301 strcpy (op->contr->maplevel, first_map_path); 346 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 347
348 save (false);
349 enable_save = false;
350
351 attachable::do_destroy ();
352
353 terminate_all_pets (ob);
354
355 if (first_player != this)
356 {
357 player *prev = first_player;
358
359 while (prev && prev->next && prev->next != this)
360 prev = prev->next;
361
362 if (prev->next != this)
363 {
364 LOG (llevError, "Free_player: Can't find previous player.\n");
365 abort ();
366 }
367
368 prev->next = next;
369 }
370 else
371 first_player = next;
372
373 if (ob)
374 {
375 ob->destroy_inv (false);
376 ob->destroy ();
377 }
378}
379
380player::~player ()
381{
382 /* Clear item stack */
383 free (stack_items);
384}
385
307/* Tries to add player on the connection passwd in ns. 386/* 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 387 * All we can really get in this is some settings like host and display
309 * mode. 388 * mode.
310 */ 389 */
311 390player *
312int 391player::create ()
313add_player (client *ns)
314{ 392{
315 player *p = new player; 393 player *pl = new player;
316 394
317 p->ns = ns; 395 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319 396
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; 397 return pl;
336} 398}
337 399
338/* 400/*
339 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
365 427
366object * 428object *
367get_nearest_player (object *mon) 429get_nearest_player (object *mon)
368{ 430{
369 object *op = NULL; 431 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 432 objectlink *ol;
372 unsigned lastdist; 433 unsigned lastdist;
373 rv_vector rv; 434 rv_vector rv;
374 435
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 436 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
407 { 468 {
408 op = ol->ob; 469 op = ol->ob;
409 lastdist = rv.distance; 470 lastdist = rv.distance;
410 } 471 }
411 } 472 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 473
413 { 474 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 475 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 476 if (lastdist > rv.distance)
418 { 477 {
419 op = pl->ob; 478 op = pl->ob;
420 lastdist = rv.distance; 479 lastdist = rv.distance;
421 } 480 }
422 } 481
423 }
424#if 0 482#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 483 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 484#endif
427 return op; 485 return op;
428} 486}
446 * circling behaviour. Unfortunately, this function is also used to determined 504 * 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 505 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 506 * is probably not a good thing.
449 */ 507 */
450#define MAX_SPACES 50 508#define MAX_SPACES 50
451
452 509
453/* 510/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 511 * 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 512 * 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 513 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 752 /* Need to set up the skill pointers */
696 link_player_skills (pl); 753 link_player_skills (pl);
697} 754}
698 755
699void 756void
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) 757get_party_password (object *op, partylist *party)
785{ 758{
786 if (party == NULL) 759 if (party == NULL)
787 { 760 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 762 return;
790 } 763 }
764
791 op->contr->write_buf[0] = '\0'; 765 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 767 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 769}
796 770
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 772static int
800roll_stat (void) 773roll_stat (void)
801{ 774{
802 int a[4], i, j, k; 775 int a[4], i, j, k;
803 776
804 for (i = 0; i < 4; i++) 777 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 780 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 781 if (a[i] < k)
809 k = a[i], j = i; 782 k = a[i], j = i;
810 783
811 for (i = 0, k = 0; i < 4; i++) 784 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 785 if (i != j)
814 k += a[i]; 786 k += a[i];
815 } 787
816 return k; 788 return k;
817} 789}
818 790
819void 791void
820roll_stats (object *op) 792object::roll_stats ()
821{ 793{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 794 int statsort [7];
825 795
826 do 796 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 } 797 {
837 while (sum < 82 || sum > 116); 798 int sum = 0;
799 for (int i = 7; i--; )
800 sum += statsort [i] = roll_stat ();
838 801
802 if (sum >= 82 && sum <= 116)
803 break;
804 }
805
839 /* Sort the stats so that rerolling is easier... */ 806 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 807 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;
847 808
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]; 809 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 810 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 811 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 812 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 813 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 814 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 815 stats.Cha = statsort[6];
872 816
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; 817 stats.exp = 0;
884 op->stats.ac = 0; 818 stats.ac = 0;
885 819
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; 820 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 821 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 822 stats.grace = stats.maxgrace;
823
824 if (contr)
825 {
826 contr->levhp[1] = 9;
827 contr->levsp[1] = 6;
828 contr->levgrace[1] = 3;
829
894 op->contr->orig_stats = op->stats; 830 contr->orig_stats = stats;
831 }
895} 832}
896 833
897void 834void
898Roll_Again (object *op) 835object::swap_stats (int a, int b)
899{ 836{
900 esrv_new_player (op->contr, 0); 837 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 838 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
902 "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); 839 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 840
905void 841 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 842 stats.Dex = contr->orig_stats.Dex;
843 stats.Con = contr->orig_stats.Con;
844 stats.Int = contr->orig_stats.Int;
845 stats.Wis = contr->orig_stats.Wis;
846 stats.Pow = contr->orig_stats.Pow;
847 stats.Cha = contr->orig_stats.Cha;
848
849 //TODO: the following code looks so borked and should, at the very least,
850 // be merged with the similar code in roll_stats
851 stats.ac = 0;
852
853 level = 1;
854 stats.exp = 0;
855 stats.ac = 0;
856
857 stats.hp = stats.maxhp;
858 stats.sp = stats.maxsp;
859 stats.grace = stats.maxgrace;
860
861 if (contr)
862 {
863 contr->levhp[1] = 9;
864 contr->levsp[1] = 6;
865 contr->levgrace[1] = 3;
866
867 contr->orig_stats = stats;
868 }
869}
870
871static void
872start_info (object *op)
907{ 873{
908 signed char tmp;
909 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
910 875
911 if (op->contr->Swap_First == -1) 876 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
912 {
913 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
914 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
915 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
916 return;
917 }
918
919 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
920
921 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
922
923 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
924
925 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
926 new_draw_info (NDI_UNIQUE, 0, op, buf); 877 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 878 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
928 op->stats.Dex = op->contr->orig_stats.Dex;
929 op->stats.Con = op->contr->orig_stats.Con;
930 op->stats.Int = op->contr->orig_stats.Int;
931 op->stats.Wis = op->contr->orig_stats.Wis;
932 op->stats.Pow = op->contr->orig_stats.Pow;
933 op->stats.Cha = op->contr->orig_stats.Cha;
934 op->stats.ac = 0;
935
936 op->level = 1;
937 op->stats.exp = 0;
938 op->stats.ac = 0;
939
940 op->contr->levhp[1] = 9;
941 op->contr->levsp[1] = 6;
942 op->contr->levgrace[1] = 3;
943
944 fix_player (op);
945 op->stats.hp = op->stats.maxhp;
946 op->stats.sp = op->stats.maxsp;
947 op->stats.grace = op->stats.maxgrace;
948 op->contr->orig_stats = op->stats;
949 op->contr->Swap_First = -1;
950}
951
952
953/* This code has been greatly reduced, because with set_attr_value
954 * and get_attr_value, the stats can be accessed just numeric
955 * ids. stat_trans is a table that translate the number entered
956 * into the actual stat. It is needed because the order the stats
957 * are displayed in the stat window is not the same as how
958 * the number's access that stat. The table does that translation.
959 */
960int
961key_roll_stat (object *op, char key)
962{
963 int keynum = key - '0';
964 char buf[MAX_BUF];
965 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
966
967 if (keynum > 0 && keynum <= 7)
968 {
969 if (op->contr->Swap_First == -1)
970 {
971 op->contr->Swap_First = stat_trans[keynum];
972 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
973 new_draw_info (NDI_UNIQUE, 0, op, buf); 879 //new_draw_info (NDI_UNIQUE, 0, op, " ");
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} 880}
1026 881
1027/* This function takes the key that is passed, and does the 882/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 883 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 884 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 885 * separate race and class; this actually changes the RACE,
1031 * not the class. 886 * not the class.
1032 */ 887 */
1033
1034int 888int
1035key_change_class (object *op, char key) 889key_change_class (object *op, char key)
1036{ 890{
1037 int tmp_loop; 891 int tmp_loop;
1038 892
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 893 if (key == 'd' || key == 'D')
1046 { 894 {
1047 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1048 896
1049 /* this must before then initial items are given */ 897 /* this must before then initial items are given */
1073 start_info (op); 921 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 922 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 923 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 924 link_player_skills (op);
1077 esrv_send_inventory (op, op); 925 esrv_send_inventory (op, op);
1078 fix_player (op); 926 op->update_stats ();
1079 927
1080 /* This moves the player to a different start map, if there 928 /* This moves the player to a different start map, if there
1081 * is one for this race 929 * is one for this race
1082 */ 930 */
1083 if (*first_map_ext_path) 931 if (*first_map_ext_path)
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 936 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 937 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 938 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 939 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 940 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 941 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 942 * if the map isn't there, then stay on the
1095 * default initial map */ 943 * default initial map */
1096 tmp->destroy (); 944 tmp->destroy ();
1097 } 945 }
1098 else 946 else
1109 while (!tmp_loop) 957 while (!tmp_loop)
1110 { 958 {
1111 shstr name = op->name; 959 shstr name = op->name;
1112 int x = op->x, y = op->y; 960 int x = op->x, y = op->y;
1113 961
1114 remove_statbonus (op); 962 op->remove_statbonus ();
1115 op->remove (); 963 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 964 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 965 op->arch->clone.copy_to (op);
1118 op->instantiate (); 966 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 967 op->stats = op->contr->orig_stats;
1121 op->x = x; 969 op->x = x;
1122 op->y = y; 970 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 971 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 972 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 973 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 974 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 975 tmp_loop = allowed_class (op);
1128 } 976 }
1129 977
1130 update_object (op, UP_OBJ_FACE); 978 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 979 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 980 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 981 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 982 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 983 op->stats.grace = 0;
1136 984
1137 if (op->msg) 985 if (op->msg)
1142} 990}
1143 991
1144int 992int
1145key_confirm_quit (object *op, char key) 993key_confirm_quit (object *op, char key)
1146{ 994{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 995 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 996 {
1151 op->contr->ns->state = ST_PLAYING; 997 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 998 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 999 return 1;
1154 } 1000 }
1155 1001
1156 INVOKE_PLAYER (LOGOUT, op->contr); 1002 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr); 1003 INVOKE_PLAYER (QUIT, op->contr);
1158 1004
1005 op->contr->enable_save = false;
1006
1159 terminate_all_pets (op); 1007 terminate_all_pets (op);
1160 leave_map (op); 1008 op->remove ();
1161 op->direction = 0; 1009 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1010 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 1011
1164 strcpy (op->contr->killer, "quit"); 1012 strcpy (op->contr->killer, "quit");
1165 check_score (op); 1013 check_score (op);
1166 op->contr->party = NULL; 1014 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 1015 op->contr->own_title[0] = '\0';
1016 op->contr->destroy ();
1169 1017
1170 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1171 {
1172 maptile *mp, *next;
1173
1174 /* We need to hunt for any per player unique maps in memory and
1175 * get rid of them. The trailing slash in the path is intentional,
1176 * so that players named 'Ab' won't match against players 'Abe' pathname
1177 */
1178 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1179 for (mp = first_map; mp != NULL; mp = next)
1180 {
1181 next = mp->next;
1182 if (!strncmp (mp->path, buf, strlen (buf)))
1183 delete_map (mp);
1184 }
1185
1186 delete_character (op->name, 1);
1187 }
1188
1189 play_again (op);
1190 return 1; 1018 return 1;
1191} 1019}
1192 1020
1193void 1021void
1194flee_player (object *op) 1022flee_player (object *op)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1160 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)))); 1161 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1162 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1163 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)))); 1164 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1165
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1166 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 } 1167 }
1168
1368 /* philosophy: 1169 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1170 * 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 1171 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1172 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1173 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1174 * example.
1374 * The drawback: right now it has no frontend, so you need to 1175 * 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 1176 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1177 * convert to decimal and then 'pickup <#>
1876 return 0; 1677 return 0;
1877 } 1678 }
1878 1679
1879 arrow->set_owner (op); 1680 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1681 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1682 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1683
1886 if (op->type == PLAYER) 1684 if (op->type == PLAYER)
1887 { 1685 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1686 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1687 op->update_stats ();
1890 } 1688 }
1891 1689
1892 SET_ANIMATION (arrow, arrow->direction); 1690 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1691 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1692 arrow->stats.hp = arrow->stats.dam;
1904 1702
1905 /* update the speed */ 1703 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1704 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1907 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1705 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1706
1909 if (arrow->speed < 1.0) 1707 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1708 arrow->speed_left = 0;
1913 1709
1914 if (op->type == PLAYER) 1710 if (op->type == PLAYER)
1915 { 1711 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1712 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1725 arrow->attacktype |= bow->attacktype;
1930 1726
1931 if (bow->slaying) 1727 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1728 arrow->slaying = bow->slaying;
1933 1729
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1730 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1732
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1733 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1734 m->insert (arrow, sx, sy, op);
1940 1735
1941 if (!arrow->destroyed ()) 1736 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1737 move_arrow (arrow);
1943 1738
1944 if (op->type == PLAYER) 1739 if (op->type == PLAYER)
1970 } 1765 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1766 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1767 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1768 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1769 wcmod = -1;
1770
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1771 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1772 }
1977 else if (op->contr->bowtype == bow_threewide) 1773 else if (op->contr->bowtype == bow_threewide)
1978 { 1774 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1775 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1845
2050 if (item->arch) 1846 if (item->arch)
2051 { 1847 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1848 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1849 item->face = item->arch->clone.face;
2054 item->speed = 0; 1850 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1851 }
1852
2057 if ((tmp = item->in_player ())) 1853 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1854 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1855 }
2060 } 1856 }
2061 else if (item->type == ROD || item->type == HORN) 1857 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1858 drain_rod_charge (item);
2064 }
2065 } 1859 }
2066} 1860}
2067 1861
2068/* Received a fire command for the player - go and do it. 1862/* Received a fire command for the player - go and do it.
2069 */ 1863 */
2603 op->stats.hp = op->stats.maxhp; 2397 op->stats.hp = op->stats.maxhp;
2604 2398
2605 if (op->stats.food < 0) 2399 if (op->stats.food < 0)
2606 op->stats.food = 999; 2400 op->stats.food = 999;
2607 2401
2608 fix_player (op); 2402 op->update_stats ();
2609 return 1; 2403 return 1;
2610 } 2404 }
2611 2405
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2406 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2407 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2419{
2626 object *next; 2420 object *next;
2627 2421
2628 while (op) 2422 while (op)
2629 { 2423 {
2630 next = op->below; /* Make sure we have a good value, in case 2424 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2425
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2426 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2427 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2428 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2429 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2430
2431 op->insert_at (env);
2641 } 2432 }
2642 else if (op->inv) 2433 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2434 remove_unpaid_objects (op->inv, env);
2644 2435
2645 op = next; 2436 op = next;
2646 } 2437 }
2647} 2438}
2648
2649 2439
2650/* 2440/*
2651 * Returns pointer a static string containing gravestone text 2441 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2442 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2443 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2478 strcat (buf2, buf);
2689 2479
2690 return buf2; 2480 return buf2;
2691} 2481}
2692
2693
2694 2482
2695void 2483void
2696do_some_living (object *op) 2484do_some_living (object *op)
2697{ 2485{
2698 int last_food = op->stats.food; 2486 int last_food = op->stats.food;
2707 const int max_grace = 1; 2495 const int max_grace = 1;
2708 2496
2709 if (op->contr->outputs_sync) 2497 if (op->contr->outputs_sync)
2710 { 2498 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2499 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) 2500 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]); 2501 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2502 }
2715 2503
2716 if (op->contr->ns->state == ST_PLAYING) 2504 if (op->contr->ns->state == ST_PLAYING)
2717 { 2505 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2506 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2507 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2508 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2509 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2510 else
2724 { 2511 {
2725 gen_hp = op->stats.maxhp; 2512 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2513 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2514 }
2515
2728 if (op->contr->gen_sp >= 0) 2516 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2517 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2518 else
2731 { 2519 {
2732 gen_sp = op->stats.maxsp; 2520 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2521 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2522 }
2523
2735 if (op->contr->gen_grace >= 0) 2524 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2525 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2526 else
2738 { 2527 {
2739 gen_grace = op->stats.maxgrace; 2528 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2546 op->stats.food = last_food;
2758 } 2547 }
2759 } 2548 }
2549
2760 if (max_sp > 1) 2550 if (max_sp > 1)
2761 { 2551 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2552 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2553 if (over_sp > 0)
2764 { 2554 {
2765 if (op->stats.sp < op->stats.maxsp) 2555 if (op->stats.sp < op->stats.maxsp)
2766 { 2556 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2557 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2559 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2560 op->stats.sp--;
2561
2770 if (op->stats.sp > op->stats.maxsp) 2562 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2563 op->stats.sp = op->stats.maxsp;
2772 } 2564 }
2773 op->last_sp = 0; 2565 op->last_sp = 0;
2774 } 2566 }
2775 else 2567 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2569 }
2780 else 2570 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2572 }
2785 2573
2786 /* Regenerate Grace */ 2574 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2575 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2576 if (--op->last_grace < 0)
2789 { 2577 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2578 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2579 op->stats.grace++; /* no penalty in food for regaining grace */
2580
2792 if (max_grace > 1) 2581 if (max_grace > 1)
2793 { 2582 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2583 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2584 if (over_grace > 0)
2796 { 2585 {
2824 op->stats.food += op->contr->digestion; 2613 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2614 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2615 op->stats.food = last_food;
2827 } 2616 }
2828 } 2617 }
2618
2829 if (max_hp > 1) 2619 if (max_hp > 1)
2830 { 2620 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2621 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2622 if (over_hp > 0)
2833 { 2623 {
2857 2647
2858 if (op->contr->gen_hp > 0) 2648 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2649 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2650 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2651 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652
2862 /* dms do not consume food */ 2653 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2654 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2655 op->stats.food--;
2865 } 2656 }
2866 }
2867 2657
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2658 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2659 {
2870 object *tmp, *flesh = NULL; 2660 object *tmp, *flesh = 0;
2871 2661
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2662 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2663 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2664 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2665 {
2666 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2667 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2669 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2670 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2671 break;
2882 } 2672 }
2883 else if (tmp->type == FLESH) 2673 else if (tmp->type == FLESH)
2884 flesh = tmp; 2674 flesh = tmp;
2885 } /* End if paid for object */ 2675 } /* End if paid for object */
2886 } /* end of for loop */ 2676 } /* end of for loop */
2677
2887 /* If player is still starving, it means they don't have any food, so 2678 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2679 * eat flesh instead.
2889 */ 2680 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2681 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2682 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2683 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2684 manual_apply (op, flesh, 0);
2894 } 2685 }
2895 } /* end if player is starving */ 2686 }
2896 2687
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2688 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2689 op->stats.food++, op->stats.hp--;
2899 2690
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2691 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2692 kill_player (op);
2693 }
2902} 2694}
2903
2904
2905 2695
2906/* If the player should die (lack of hp, food, etc), we call this. 2696/* 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 2697 * 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 2698 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2699 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2729 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2940 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2730 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2731
2942 /* restore player */ 2732 /* restore player */
2943 at = archetype::find ("poisoning"); 2733 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2734 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2735 {
2947 tmp->destroy (); 2736 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2738 }
2950 2739
2951 at = archetype::find ("confusion"); 2740 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2741 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2742 {
2955 tmp->destroy (); 2743 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2744 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2745 }
2958 2746
2960 op->stats.hp = op->stats.maxhp; 2748 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2749 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2750 op->stats.food = 999;
2963 2751
2964 /* create a bodypart-trophy to make the winner happy */ 2752 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2753 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2754 {
2968 sprintf (buf, "%s's finger", &op->name); 2755 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2756 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2757 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2758 " the %s, when he was defeated at\n level %d by %s.\n",
2972 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2760 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2761 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2762 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2763 op->insert_at (tmp, op);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2764 }
2979 2765
2980 /* teleport defeated player to new destination */ 2766 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2767 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2768 op->contr->braced = 0;
3008 op->stats.hp = op->stats.maxhp; 2794 op->stats.hp = op->stats.maxhp;
3009 return; 2795 return;
3010 } 2796 }
3011 sprintf (buf, "%s died.", &op->name); 2797 sprintf (buf, "%s died.", &op->name);
3012 } 2798 }
2799
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2801
3015 /* save the map location for corpse, gravestone */ 2802 /* save the map location for corpse, gravestone */
3016 x = op->x; 2803 x = op->x;
3017 y = op->y; 2804 y = op->y;
3018 map = op->map; 2805 map = op->map;
3019 2806
3020
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
3049 num_stats_lose = 1; 2832 num_stats_lose = 1;
3050 } 2833
3051 lost_a_stat = 0; 2834 lost_a_stat = 0;
3052 2835
3053 for (z = 0; z < num_stats_lose; z++) 2836 for (z = 0; z < num_stats_lose; z++)
3054 { 2837 {
3055 i = RANDOM () % NUM_STATS; 2838 i = RANDOM () % NUM_STATS;
3056 2839
3057 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
3058 { 2841 {
3059 /* Pick a random stat and take a point off it. Tell the player 2842 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2843 * what he lost.
3061 */ 2844 */
3062 change_attr_value (&(op->stats), i, -1); 2845 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2846 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2847 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2848 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2850 lost_a_stat = 1;
2851 }
2852 else
2853 {
2854 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion");
2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2860 {
2861 dep = arch_to_object (deparch);
2862 insert_ob_in_ob (dep, op);
3068 } 2863 }
3069 else 2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
3070 { 2866 {
3071 /* deplete a stat */ 2867 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2868 /* Get the stat that we're about to deplete. */
3073 object *dep; 2869 this_stat = get_attr_value (&(dep->stats), i);
3074 2870 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2871 {
3078 dep = arch_to_object (deparch); 2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2873 int keep_chance = this_stat * this_stat;
3080 } 2874
3081 lose_this_stat = 1; 2875 /* 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) 2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2881 {
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; 2882 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2883 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2884 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 } 2885 }
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 */ 2886 else
3123 if (this_stat >= -50)
3124 { 2887 {
3125 change_attr_value (&(dep->stats), i, -1); 2888 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; 2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2893 }
3131 } 2894 }
3132 } 2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2900 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a
2904 * difference.
2905 */
2906 if (this_stat >= -50)
2907 {
2908 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats ();
2912 lost_a_stat = 1;
2913 }
3133 } 2914 }
2915 }
2916 }
3134 /* If no stat lost, tell the player. */ 2917 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2918 if (!lost_a_stat)
3136 { 2919 {
3137 /* determine_god() seems to not work sometimes... why is this? 2920 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2921 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2922 const char *god = determine_god (op);
3140 2923
3141 if (god && (strcmp (god, "none"))) 2924 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); 2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2926 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2928 }
3146#else 2929#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2931#endif
3149 2932
3150 /* Put a gravestone up where the character 'almost' died. List the 2933 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2934 * exp loss on the stone.
3152 */ 2935 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2936 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2937 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2938 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2939 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2940 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); 2941 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; 2942 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2943 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2944 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2945
3163 /**************************************/ 2946 /**************************************/
3164 /* */ 2947 /* */
3165 /* Subtract the experience points, */ 2948 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2949 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2950 /* food, and reset HP's... */
3168 /* */ 2951 /* */
3169 /**************************************/ 2952 /**************************************/
3170 2953
3171 /* remove any poisoning and confusion the character may be suffering. */ 2954 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2955 /* restore player */
3173 at = archetype::find ("poisoning"); 2956 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2957 tmp = present_arch_in_ob (at, op);
3175 2958
3176 if (tmp) 2959 if (tmp)
3177 { 2960 {
3178 tmp->destroy (); 2961 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2963 }
3181 2964
3182 at = archetype::find ("confusion"); 2965 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2966 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2967 if (tmp)
3185 { 2968 {
3186 tmp->destroy (); 2969 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2971 }
3189 2972
3190 cure_disease (op, 0); /* remove any disease */ 2973 cure_disease (op, 0); /* remove any disease */
3191 2974
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2975 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2976 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2977 if (op->stats.food < 100)
3195 op->stats.food = 900; 2978 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2979 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2982
3200 /* 2983 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2984 * 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 2985 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2986 * in the map.
3204 */ 2987 */
3205 2988
3206 if (is_in_shop (op)) 2989 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2990 remove_unpaid_objects (op->inv, op);
3208 2991
3209 /****************************************/ 2992 /****************************************/
3210 /* */ 2993 /* */
3211 /* Move player to his current respawn- */ 2994 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2995 /* position (usually last savebed) */
3213 /* */ 2996 /* */
3214 /****************************************/ 2997 /****************************************/
3215 2998
3216 enter_player_savebed (op); 2999 enter_player_savebed (op);
3217 3000
3218 /* Save the player before inserting the force to reduce 3001 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 3002 * chance of abuse.
3220 */ 3003 */
3221 op->contr->braced = 0; 3004 op->contr->braced = 0;
3222 save_player (op, 1); 3005 op->contr->save ();
3223 3006
3224 /* it is possible that the player has blown something up 3007 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 3008 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 3009 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 3010 * on the space that might harm the player.
3228 */ 3011 */
3229 will_kill_again = 0; 3012 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 3014 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 3015 will_kill_again |= tmp->attacktype;
3233 3016
3234 if (will_kill_again) 3017 if (will_kill_again)
3235 { 3018 {
3236 object *force; 3019 object *force;
3237 int at; 3020 int at;
3238 3021
3239 force = get_archetype (FORCE_NAME); 3022 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3023 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3024 force->speed = 0.1;
3242 force->speed_left = -5.0; 3025 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3026 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3027 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3028 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3029 force->resist[at] = 100;
3247 3030
3248 insert_ob_in_ob (force, op); 3031 insert_ob_in_ob (force, op);
3249 fix_player (op); 3032 op->update_stats ();
3250 3033
3251 } 3034 }
3252 3035
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3036 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} 3037}
3322
3323 3038
3324void 3039void
3325loot_object (object *op) 3040loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3041{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3042 object *tmp, *tmp2, *next;
3328 3043
3329 if (op->container) 3044 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3045 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3046
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3047 for (tmp = op->inv; tmp; tmp = next)
3335 { 3048 {
3336 next = tmp->below; 3049 next = tmp->below;
3050
3337 if (tmp->invisible) 3051 if (tmp->invisible)
3338 continue; 3052 continue;
3053
3339 tmp->remove (); 3054 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3055 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3056 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3057 { /* empty container to ground */
3343 loot_object (tmp); 3058 loot_object (tmp);
3365 */ 3080 */
3366 3081
3367void 3082void
3368fix_weight (void) 3083fix_weight (void)
3369{ 3084{
3370 player *pl; 3085 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3086 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3088
3376 if (old == sum) 3089 if (old == sum)
3377 continue; 3090 continue;
3378 fix_player (pl->ob); 3091 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3093 }
3381} 3094}
3382 3095
3383void 3096void
3384fix_luck (void) 3097fix_luck (void)
3385{ 3098{
3386 player *pl; 3099 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3100 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3101 pl->ob->change_luck (0);
3391} 3102}
3392
3393 3103
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3104/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3105 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3106 * just treat this as any other spell casting object.
3397 */ 3107 */
3398
3399void 3108void
3400cast_dust (object *op, object *throw_ob, int dir) 3109cast_dust (object *op, object *throw_ob, int dir)
3401{ 3110{
3402 object *skop, *spob; 3111 object *skop, *spob;
3403 3112
3612 if (pl->type != PLAYER) 3321 if (pl->type != PLAYER)
3613 { 3322 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3323 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3324 return -1;
3616 } 3325 }
3326
3617 if (!pl || !op) 3327 if (!pl || !op)
3618 return 0; 3328 return 0;
3619 3329
3620 if (op->head)
3621 {
3622 op = op->head; 3330 op = op->head_ ();
3623 } 3331
3624 get_rangevector (pl, op, &rv, 0x1); 3332 get_rangevector (pl, op, &rv, 0x1);
3625 3333
3626 /* starting with the 'head' part, lets loop 3334 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3335 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3336 * part that is in the los array but isnt on

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