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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 1.83 by root, Wed Jan 3 20:08:04 2007 UTC

28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#ifdef COZY_SERVER 33#include <algorithm>
34extern int same_party (partylist *a, partylist *b); 34#include <functional>
35#endif
36 35
37player * 36player *
38find_player (const char *plname) 37find_player (const char *plname)
39{ 38{
40 player *pl; 39 for_all_players (pl)
41
42 for (pl = first_player; pl != NULL; pl = pl->next)
43 {
44 if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 41 return pl;
46 }; 42
47 return NULL; 43 return 0;
48}
49
50player *
51find_player_partial_name (const char *plname)
52{
53 player *pl;
54 player *found = NULL;
55 size_t namelen = strlen (plname);
56
57 for (pl = first_player; pl != NULL; pl = pl->next)
58 {
59 if ((size_t) strlen (pl->ob->name) < namelen)
60 continue;
61
62 if (!strcmp (pl->ob->name, plname))
63 return pl;
64
65 if (!strncasecmp (pl->ob->name, plname, namelen))
66 {
67 if (found)
68 return NULL;
69
70 found = pl;
71 }
72 }
73 return found;
74} 44}
75 45
76void 46void
77display_motd (const object *op) 47display_motd (const object *op)
78{ 48{
87 return; 57 return;
88 58
89 motd[0] = '\0'; 59 motd[0] = '\0';
90 size = 0; 60 size = 0;
91 61
92 while (fgets (buf, MAX_BUF, fp) != NULL) 62 while (fgets (buf, MAX_BUF, fp))
93 { 63 {
94 if (*buf == '#') 64 if (*buf == '#')
95 continue; 65 continue;
96 66
97 strncat (motd + size, buf, HUGE_BUF - size); 67 strncat (motd + size, buf, HUGE_BUF - size);
116 return; 86 return;
117 87
118 rules[0] = '\0'; 88 rules[0] = '\0';
119 size = 0; 89 size = 0;
120 90
121 while (fgets (buf, MAX_BUF, fp) != NULL) 91 while (fgets (buf, MAX_BUF, fp))
122 { 92 {
123 if (*buf == '#') 93 if (*buf == '#')
124 continue; 94 continue;
125 95
126 if (size + strlen (buf) >= HUGE_BUF) 96 if (size + strlen (buf) >= HUGE_BUF)
184 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
185 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
186 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
187} 157}
188 158
189int 159/* This loads the first map an puts the player on it. */
190playername_ok (const char *cp) 160static void
161set_first_map (object *op)
191{ 162{
192 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
193 if (*cp == '-' || *cp == '_') 164 op->x = -1;
194 return 0; 165 op->y = -1;
195
196 for (; *cp != '\0'; cp++)
197 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
198 return 0;
199
200 return 1;
201} 166}
202 167
203/* This no longer sets the player map. Also, it now updates 168void
204 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
205 * Caller is responsible for setting the correct map.
206 */
207
208/* Redo this to do both get_player_ob and get_player.
209 * Hopefully this will be less bugfree and simpler.
210 * Returns the player structure. If 'p' is null,
211 * we create a new one. Otherwise, we recycle
212 * the one that is passed.
213 */
214static player *
215get_player (player *p)
216{ 170{
217 object *op = arch_to_object (get_player_archetype (0)); 171 object *tmp = object::create ();
218 int i;
219 172
220 /* Clears basically the entire player structure except 173 EXIT_PATH (tmp) = maplevel;
221 * for next and socket. 174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
222 */ 217 */
223 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
224 220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
225 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
226 * we deal with that below this point. 313 * we deal with that below this point.
227 */ 314 */
228 p->party = NULL;
229 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
230 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
231 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
232 p->Swap_First = -1;
233 318
234#ifdef AUTOSAVE
235 p->last_save_tick = 9999999;
236#endif
237
238 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
239 320
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; 321 gen_sp_armour = 10;
258 p->last_speed = -1; 322 last_speed = -1;
259 p->shoottype = range_none; 323 shoottype = range_none;
260 p->bowtype = bow_normal; 324 bowtype = bow_normal;
261 p->petmode = pet_normal; 325 petmode = pet_normal;
262 p->listening = 10; 326 listening = 10;
263 p->usekeys = containers; 327 usekeys = containers;
264 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
265 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
266 p->do_los = 1; 330 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);
273 331
274 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
275 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
276 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
277 * at zero. 335 * at zero.
278 */ 336 */
279 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
280 {
281 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
282 p->last_skill_ob[i] = NULL;
283 }
284 339
285 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
286 p->last_resist[i] = -1; 341 last_resist[i] = -1;
287 342
288 p->last_stats.exp = -1; 343 last_stats.exp = -1;
289 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
290
291 p->ns->update_look = 0;
292 p->ns->look_position = 0;
293
294 return p;
295} 345}
296 346
297/* This loads the first map an puts the player on it. */ 347void
298static void 348player::do_destroy ()
299set_first_map (object *op)
300{ 349{
301 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
302 op->x = -1;
303 op->y = -1;
304 enter_exit (op, 0);
305}
306 351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
307/* Tries to add player on the connection passwd in ns. 390/* 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 391 * All we can really get in this is some settings like host and display
309 * mode. 392 * mode.
310 */ 393 */
311 394player *
312int 395player::create ()
313add_player (client *ns)
314{ 396{
315 player *p = new player; 397 player *pl = new player;
316 398
317 p->ns = ns; 399 pl->set_object (arch_to_object (get_player_archetype (0)));
318 ns->pl = p;
319
320 p->next = first_player;
321 first_player = p;
322
323 p = get_player (p);
324
325 set_first_map (p->ob); 400 set_first_map (pl->ob);
326 401
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; 402 return pl;
336} 403}
337 404
338/* 405/*
339 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
340 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
365 432
366object * 433object *
367get_nearest_player (object *mon) 434get_nearest_player (object *mon)
368{ 435{
369 object *op = NULL; 436 object *op = NULL;
370 player *pl = NULL;
371 objectlink *ol; 437 objectlink *ol;
372 unsigned lastdist; 438 unsigned lastdist;
373 rv_vector rv; 439 rv_vector rv;
374 440
375 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
407 { 473 {
408 op = ol->ob; 474 op = ol->ob;
409 lastdist = rv.distance; 475 lastdist = rv.distance;
410 } 476 }
411 } 477 }
412 for (pl = first_player; pl != NULL; pl = pl->next) 478
413 { 479 for_all_players (pl)
414 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
415 {
416
417 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
418 { 482 {
419 op = pl->ob; 483 op = pl->ob;
420 lastdist = rv.distance; 484 lastdist = rv.distance;
421 } 485 }
422 } 486
423 }
424#if 0 487#if 0
425 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
426#endif 489#endif
427 return op; 490 return op;
428} 491}
446 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
448 * is probably not a good thing. 511 * is probably not a good thing.
449 */ 512 */
450#define MAX_SPACES 50 513#define MAX_SPACES 50
451
452 514
453/* 515/*
454 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * player and if path is blocked then see if blockage is close enough to player that
695 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
696 link_player_skills (pl); 758 link_player_skills (pl);
697} 759}
698 760
699void 761void
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) 762get_party_password (object *op, partylist *party)
785{ 763{
786 if (party == NULL) 764 if (party == NULL)
787 { 765 {
788 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
789 return; 767 return;
790 } 768 }
769
791 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
792 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
793 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
794 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
795} 774}
796 775
797
798/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
799int 777static int
800roll_stat (void) 778roll_stat (void)
801{ 779{
802 int a[4], i, j, k; 780 int a[4], i, j, k;
803 781
804 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
807 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
808 if (a[i] < k) 786 if (a[i] < k)
809 k = a[i], j = i; 787 k = a[i], j = i;
810 788
811 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
812 {
813 if (i != j) 790 if (i != j)
814 k += a[i]; 791 k += a[i];
815 } 792
816 return k; 793 return k;
817} 794}
818 795
819void 796void
820roll_stats (object *op) 797object::roll_stats ()
821{ 798{
822 int sum = 0;
823 int i = 0, j = 0;
824 int statsort[7]; 799 int statsort [7];
825 800
826 do 801 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 } 802 {
837 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
838 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
839 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
840 statsort[0] = op->stats.Str; 812 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;
847 813
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]; 814 stats.Str = statsort[0];
866 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
867 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
868 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
869 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
870 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
871 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
872 821
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; 822 stats.exp = 0;
884 op->stats.ac = 0; 823 stats.ac = 0;
885 824
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; 825 stats.hp = stats.maxhp;
892 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
893 op->stats.grace = op->stats.maxgrace; 827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
894 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
895} 837}
896 838
897void 839void
898Roll_Again (object *op) 840object::swap_stats (int a, int b)
899{ 841{
900 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
901 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 843 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)? "); 844 set_attr_value (&contr->orig_stats, b, tmp);
903}
904 845
905void 846 stats.Str = contr->orig_stats.Str;
906Swap_Stat (object *op, int Swap_Second) 847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
862 stats.hp = stats.maxhp;
863 stats.sp = stats.maxsp;
864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
872 contr->orig_stats = stats;
873 }
874}
875
876static void
877start_info (object *op)
907{ 878{
908 signed char tmp;
909 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
910 880
911 if (op->contr->Swap_First == -1) 881 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); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
927 op->stats.Str = op->contr->orig_stats.Str; 883 //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); 884 //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} 885}
1026 886
1027/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1028 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1029 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1030 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1031 * not the class. 891 * not the class.
1032 */ 892 */
1033
1034int 893int
1035key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1036{ 895{
1037 int tmp_loop; 896 int tmp_loop;
1038 897
1039 if (key == 'q' || key == 'Q')
1040 {
1041 op->remove ();
1042 play_again (op);
1043 return 0;
1044 }
1045 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1046 { 899 {
1047 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1048 901
1049 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1073 start_info (op); 926 start_info (op);
1074 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1075 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1076 link_player_skills (op); 929 link_player_skills (op);
1077 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1078 fix_player (op); 931 op->update_stats ();
1079 932
1080 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1081 * is one for this race 934 * is one for this race
1082 */ 935 */
1083 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1084 { 937 {
1085 object *tmp; 938 object *tmp;
1086 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1087 940
1088 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1089 tmp = object::create (); 942 tmp = object::create ();
1090 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1091 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1092 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1093 enter_exit (op, tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1094 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1095 * default initial map */ 948 * default initial map */
1096 tmp->destroy (); 949 tmp->destroy ();
1097 } 950 }
1098 else 951 else
1109 while (!tmp_loop) 962 while (!tmp_loop)
1110 { 963 {
1111 shstr name = op->name; 964 shstr name = op->name;
1112 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1113 966
1114 remove_statbonus (op); 967 op->remove_statbonus ();
1115 op->remove (); 968 op->remove ();
1116 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1117 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1118 op->instantiate (); 971 op->instantiate ();
1119 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1121 op->x = x; 974 op->x = x;
1122 op->y = y; 975 op->y = y;
1123 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1124 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1125 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1126 add_statbonus (op); 979 op->add_statbonus ();
1127 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1128 } 981 }
1129 982
1130 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1131 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1132 fix_player (op); 985 op->update_stats ();
1133 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1134 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1135 op->stats.grace = 0; 988 op->stats.grace = 0;
1136 989
1137 if (op->msg) 990 if (op->msg)
1142} 995}
1143 996
1144int 997int
1145key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1146{ 999{
1147 char buf[MAX_BUF];
1148
1149 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1150 { 1001 {
1151 op->contr->ns->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1152 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1153 return 1; 1004 return 1;
1154 } 1005 }
1155 1006
1156 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1157 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1158 1009
1010 op->contr->enable_save = false;
1011
1159 terminate_all_pets (op); 1012 terminate_all_pets (op);
1160 leave_map (op); 1013 op->remove ();
1161 op->direction = 0; 1014 op->direction = 0;
1162 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1163 1016
1164 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1165 check_score (op); 1018 check_score (op);
1166 op->contr->party = NULL; 1019 op->contr->party = 0;
1167 if (settings.set_title == TRUE)
1168 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1169 1022
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; 1023 return 1;
1191} 1024}
1192 1025
1193void 1026void
1194flee_player (object *op) 1027flee_player (object *op)
1332 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 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)))); 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1334 else 1167 else
1335 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 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)))); 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1337 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 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 } 1172 }
1173
1368 /* philosophy: 1174 /* philosophy:
1369 * It's easy to grab an item type from a pile, as long as it's 1175 * 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 1176 * generic. This takes no game-time. For more detailed pickups
1371 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1372 * grab-as-you-run type mode that's really useful for arrows for 1178 * grab-as-you-run type mode that's really useful for arrows for
1373 * example. 1179 * example.
1374 * The drawback: right now it has no frontend, so you need to 1180 * 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 1181 * stick the bits you want into a calculator in hex mode and then
1376 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1876 return 0; 1682 return 0;
1877 } 1683 }
1878 1684
1879 arrow->set_owner (op); 1685 arrow->set_owner (op);
1880 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1881
1882 arrow->direction = dir; 1687 arrow->direction = dir;
1883 arrow->x = sx;
1884 arrow->y = sy;
1885 1688
1886 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1887 { 1690 {
1888 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1889 fix_player (op); 1692 op->update_stats ();
1890 } 1693 }
1891 1694
1892 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1893 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1894 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1904 1707
1905 /* update the speed */ 1708 /* update the speed */
1906 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 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; 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1908 1711
1909 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1910 arrow->speed = 1.0;
1911 update_ob_speed (arrow);
1912 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1913 1714
1914 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1915 { 1716 {
1916 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1929 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1930 1731
1931 if (bow->slaying) 1732 if (bow->slaying)
1932 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1933 1734
1934 arrow->map = m;
1935 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1936 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1937 1737
1938 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1939 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1940 1740
1941 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1942 move_arrow (arrow); 1742 move_arrow (arrow);
1943 1743
1944 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1970 } 1770 }
1971 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1972 { 1772 {
1973 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1974 wcmod = -1; 1774 wcmod = -1;
1775
1975 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1976 } 1777 }
1977 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1978 { 1779 {
1979 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
2049 1850
2050 if (item->arch) 1851 if (item->arch)
2051 { 1852 {
2052 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2053 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2054 item->speed = 0; 1855 item->set_speed (0);
2055 update_ob_speed (item);
2056 } 1856 }
1857
2057 if ((tmp = item->in_player ())) 1858 if ((tmp = item->in_player ()))
2058 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2059 } 1860 }
2060 } 1861 }
2061 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2062 {
2063 drain_rod_charge (item); 1863 drain_rod_charge (item);
2064 }
2065 } 1864 }
2066} 1865}
2067 1866
2068/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2069 */ 1868 */
2553 2352
2554 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2555 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2556 * called, so we recheck it here. 2355 * called, so we recheck it here.
2557 */ 2356 */
2558 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 if (op->contr->ns->handle_command ())
2559 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2358 return 1;
2560 ;
2561 2359
2562 if (op->speed_left < 0) 2360 if (op->speed_left > 0)
2563 return 0; 2361 {
2564
2565 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2566 { 2363 {
2567 /* All move commands take 1 tick, at least for now */ 2364 /* All move commands take 1 tick, at least for now */
2568 op->speed_left--; 2365 op->speed_left--;
2569 2366
2570 /* Instead of all the stuff below, let move_player take care 2367 /* Instead of all the stuff below, let move_player take care
2571 * of it. Also, some of the skill stuff is only put in 2368 * of it. Also, some of the skill stuff is only put in
2572 * there, as well as the confusion stuff. 2369 * there, as well as the confusion stuff.
2573 */ 2370 */
2574 move_player (op, op->direction); 2371 move_player (op, op->direction);
2575 if (op->speed_left > 0) 2372
2576 return 1; 2373 return op->speed_left > 0;
2577 else 2374 }
2578 return 0;
2579 } 2375 }
2580 2376
2581 return 0; 2377 return 0;
2582} 2378}
2583 2379
2603 op->stats.hp = op->stats.maxhp; 2399 op->stats.hp = op->stats.maxhp;
2604 2400
2605 if (op->stats.food < 0) 2401 if (op->stats.food < 0)
2606 op->stats.food = 999; 2402 op->stats.food = 999;
2607 2403
2608 fix_player (op); 2404 op->update_stats ();
2609 return 1; 2405 return 1;
2610 } 2406 }
2611 2407
2612 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2408 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2613 CLEAR_FLAG (op, FLAG_LIFESAVE); 2409 CLEAR_FLAG (op, FLAG_LIFESAVE);
2625{ 2421{
2626 object *next; 2422 object *next;
2627 2423
2628 while (op) 2424 while (op)
2629 { 2425 {
2630 next = op->below; /* Make sure we have a good value, in case 2426 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2631 * we remove object 'op' 2427
2632 */
2633 if (QUERY_FLAG (op, FLAG_UNPAID)) 2428 if (QUERY_FLAG (op, FLAG_UNPAID))
2634 { 2429 {
2635 op->remove ();
2636 op->x = env->x;
2637 op->y = env->y;
2638 if (env->type == PLAYER) 2430 if (env->type == PLAYER)
2639 esrv_del_item (env->contr, op->count); 2431 esrv_del_item (env->contr, op->count);
2640 insert_ob_in_map (op, env->map, NULL, 0); 2432
2433 op->insert_at (env);
2641 } 2434 }
2642 else if (op->inv) 2435 else if (op->inv)
2643 remove_unpaid_objects (op->inv, env); 2436 remove_unpaid_objects (op->inv, env);
2644 2437
2645 op = next; 2438 op = next;
2646 } 2439 }
2647} 2440}
2648
2649 2441
2650/* 2442/*
2651 * Returns pointer a static string containing gravestone text 2443 * Returns pointer a static string containing gravestone text
2652 * Moved from apply.c to player.c - player.c is what 2444 * Moved from apply.c to player.c - player.c is what
2653 * actually uses this function. player.c may not be quite the 2445 * actually uses this function. player.c may not be quite the
2687 strncat (buf2, " ", 20 - strlen (buf) / 2); 2479 strncat (buf2, " ", 20 - strlen (buf) / 2);
2688 strcat (buf2, buf); 2480 strcat (buf2, buf);
2689 2481
2690 return buf2; 2482 return buf2;
2691} 2483}
2692
2693
2694 2484
2695void 2485void
2696do_some_living (object *op) 2486do_some_living (object *op)
2697{ 2487{
2698 int last_food = op->stats.food; 2488 int last_food = op->stats.food;
2707 const int max_grace = 1; 2497 const int max_grace = 1;
2708 2498
2709 if (op->contr->outputs_sync) 2499 if (op->contr->outputs_sync)
2710 { 2500 {
2711 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2501 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) 2502 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]); 2503 flush_output_element (op, &op->contr->outputs[i]);
2714 } 2504 }
2715 2505
2716 if (op->contr->ns->state == ST_PLAYING) 2506 if (op->contr->ns->state == ST_PLAYING)
2717 { 2507 {
2718
2719 /* these next three if clauses make it possible to SLOW DOWN 2508 /* these next three if clauses make it possible to SLOW DOWN
2720 hp/grace/spellpoint regeneration. */ 2509 hp/grace/spellpoint regeneration. */
2721 if (op->contr->gen_hp >= 0) 2510 if (op->contr->gen_hp >= 0)
2722 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2511 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2723 else 2512 else
2724 { 2513 {
2725 gen_hp = op->stats.maxhp; 2514 gen_hp = op->stats.maxhp;
2726 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2515 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2727 } 2516 }
2517
2728 if (op->contr->gen_sp >= 0) 2518 if (op->contr->gen_sp >= 0)
2729 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2519 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2730 else 2520 else
2731 { 2521 {
2732 gen_sp = op->stats.maxsp; 2522 gen_sp = op->stats.maxsp;
2733 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2523 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2734 } 2524 }
2525
2735 if (op->contr->gen_grace >= 0) 2526 if (op->contr->gen_grace >= 0)
2736 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2527 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2737 else 2528 else
2738 { 2529 {
2739 gen_grace = op->stats.maxgrace; 2530 gen_grace = op->stats.maxgrace;
2755 op->stats.food += op->contr->digestion; 2546 op->stats.food += op->contr->digestion;
2756 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2547 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2757 op->stats.food = last_food; 2548 op->stats.food = last_food;
2758 } 2549 }
2759 } 2550 }
2551
2760 if (max_sp > 1) 2552 if (max_sp > 1)
2761 { 2553 {
2762 over_sp = (gen_sp + 10) / rate_sp; 2554 over_sp = (gen_sp + 10) / rate_sp;
2763 if (over_sp > 0) 2555 if (over_sp > 0)
2764 { 2556 {
2765 if (op->stats.sp < op->stats.maxsp) 2557 if (op->stats.sp < op->stats.maxsp)
2766 { 2558 {
2767 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2559 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2560
2768 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2561 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2769 op->stats.sp--; 2562 op->stats.sp--;
2563
2770 if (op->stats.sp > op->stats.maxsp) 2564 if (op->stats.sp > op->stats.maxsp)
2771 op->stats.sp = op->stats.maxsp; 2565 op->stats.sp = op->stats.maxsp;
2772 } 2566 }
2773 op->last_sp = 0; 2567 op->last_sp = 0;
2774 } 2568 }
2775 else 2569 else
2776 {
2777 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2778 }
2779 } 2571 }
2780 else 2572 else
2781 {
2782 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2573 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2783 }
2784 } 2574 }
2785 2575
2786 /* Regenerate Grace */ 2576 /* Regenerate Grace */
2787 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2577 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2788 if (--op->last_grace < 0) 2578 if (--op->last_grace < 0)
2789 { 2579 {
2790 if (op->stats.grace < op->stats.maxgrace / 2) 2580 if (op->stats.grace < op->stats.maxgrace / 2)
2791 op->stats.grace++; /* no penalty in food for regaining grace */ 2581 op->stats.grace++; /* no penalty in food for regaining grace */
2582
2792 if (max_grace > 1) 2583 if (max_grace > 1)
2793 { 2584 {
2794 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2585 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2795 if (over_grace > 0) 2586 if (over_grace > 0)
2796 { 2587 {
2824 op->stats.food += op->contr->digestion; 2615 op->stats.food += op->contr->digestion;
2825 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2616 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2826 op->stats.food = last_food; 2617 op->stats.food = last_food;
2827 } 2618 }
2828 } 2619 }
2620
2829 if (max_hp > 1) 2621 if (max_hp > 1)
2830 { 2622 {
2831 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2623 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2832 if (over_hp > 0) 2624 if (over_hp > 0)
2833 { 2625 {
2857 2649
2858 if (op->contr->gen_hp > 0) 2650 if (op->contr->gen_hp > 0)
2859 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2651 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2860 else 2652 else
2861 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2653 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2654
2862 /* dms do not consume food */ 2655 /* dms do not consume food */
2863 if (!QUERY_FLAG (op, FLAG_WIZ)) 2656 if (!QUERY_FLAG (op, FLAG_WIZ))
2864 op->stats.food--; 2657 op->stats.food--;
2865 } 2658 }
2866 }
2867 2659
2868 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2660 if (op->stats.food < 0 && op->stats.hp >= 0)
2869 { 2661 {
2870 object *tmp, *flesh = NULL; 2662 object *tmp, *flesh = 0;
2871 2663
2872 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2664 for (tmp = op->inv; tmp; tmp = tmp->below)
2873 { 2665 {
2874 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2666 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2875 {
2876 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2877 { 2667 {
2668 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2669 {
2878 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2879 manual_apply (op, tmp, 0); 2671 manual_apply (op, tmp, 0);
2880 if (op->stats.food >= 0 || op->stats.hp < 0) 2672 if (op->stats.food >= 0 || op->stats.hp < 0)
2881 break; 2673 break;
2882 } 2674 }
2883 else if (tmp->type == FLESH) 2675 else if (tmp->type == FLESH)
2884 flesh = tmp; 2676 flesh = tmp;
2885 } /* End if paid for object */ 2677 } /* End if paid for object */
2886 } /* end of for loop */ 2678 } /* end of for loop */
2679
2887 /* If player is still starving, it means they don't have any food, so 2680 /* If player is still starving, it means they don't have any food, so
2888 * eat flesh instead. 2681 * eat flesh instead.
2889 */ 2682 */
2890 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2683 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2891 { 2684 {
2892 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2685 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2893 manual_apply (op, flesh, 0); 2686 manual_apply (op, flesh, 0);
2894 } 2687 }
2895 } /* end if player is starving */ 2688 }
2896 2689
2897 while (op->stats.food < 0 && op->stats.hp > 0) 2690 while (op->stats.food < 0 && op->stats.hp >= 0)
2898 op->stats.food++, op->stats.hp--; 2691 op->stats.food++, op->stats.hp--;
2899 2692
2900 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2693 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2901 kill_player (op); 2694 kill_player (op);
2695 }
2902} 2696}
2903
2904
2905 2697
2906/* If the player should die (lack of hp, food, etc), we call this. 2698/* 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 2699 * 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 2700 * permadeath, no lifesave), this will take care of removing the player
2909 * file. 2701 * file.
2939 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2731 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..."); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2941 2733
2942 /* restore player */ 2734 /* restore player */
2943 at = archetype::find ("poisoning"); 2735 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op); 2736 if (object *tmp = present_arch_in_ob (at, op))
2945 if (tmp)
2946 { 2737 {
2947 tmp->destroy (); 2738 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2739 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 } 2740 }
2950 2741
2951 at = archetype::find ("confusion"); 2742 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op); 2743 if (object *tmp = present_arch_in_ob (at, op))
2953 if (tmp)
2954 { 2744 {
2955 tmp->destroy (); 2745 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2746 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 } 2747 }
2958 2748
2960 op->stats.hp = op->stats.maxhp; 2750 op->stats.hp = op->stats.maxhp;
2961 if (op->stats.food <= 0) 2751 if (op->stats.food <= 0)
2962 op->stats.food = 999; 2752 op->stats.food = 999;
2963 2753
2964 /* create a bodypart-trophy to make the winner happy */ 2754 /* create a bodypart-trophy to make the winner happy */
2965 tmp = arch_to_object (archetype::find ("finger")); 2755 if (object *tmp = arch_to_object (archetype::find ("finger")))
2966 if (tmp != NULL)
2967 { 2756 {
2968 sprintf (buf, "%s's finger", &op->name); 2757 sprintf (buf, "%s's finger", &op->name);
2969 tmp->name = buf; 2758 tmp->name = buf;
2970 sprintf (buf, " This finger has been cut off %s\n" 2759 sprintf (buf, " This finger has been cut off %s\n"
2971 " the %s, when he was defeated at\n level %d by %s.\n", 2760 " 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); 2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2973 tmp->msg = buf; 2762 tmp->msg = buf;
2974 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2763 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2975 tmp->materialname = NULL; 2764 tmp->materialname = NULL;
2976 tmp->x = op->x, tmp->y = op->y; 2765 op->insert_at (tmp, op);
2977 insert_ob_in_map (tmp, op->map, op, 0);
2978 } 2766 }
2979 2767
2980 /* teleport defeated player to new destination */ 2768 /* teleport defeated player to new destination */
2981 transfer_ob (op, x, y, 0, NULL); 2769 transfer_ob (op, x, y, 0, NULL);
2982 op->contr->braced = 0; 2770 op->contr->braced = 0;
3008 op->stats.hp = op->stats.maxhp; 2796 op->stats.hp = op->stats.maxhp;
3009 return; 2797 return;
3010 } 2798 }
3011 sprintf (buf, "%s died.", &op->name); 2799 sprintf (buf, "%s died.", &op->name);
3012 } 2800 }
2801
3013 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3014 2803
3015 /* save the map location for corpse, gravestone */ 2804 /* save the map location for corpse, gravestone */
3016 x = op->x; 2805 x = op->x;
3017 y = op->y; 2806 y = op->y;
3018 map = op->map; 2807 map = op->map;
3019 2808
3020
3021 if (settings.not_permadeth == TRUE)
3022 {
3023 /* NOT_PERMADEATH code. This basically brings the character back to 2809 /* NOT_PERMADEATH code. This basically brings the character back to
3024 * life if they are dead - it takes some exp and a random stat. 2810 * 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. 2811 * See the config.h file for a little more in depth detail about this.
3026 */ 2812 */
3027 2813
3028 /* Basically two ways to go - remove a stat permanently, or just 2814 /* Basically two ways to go - remove a stat permanently, or just
3029 * make it depletion. This bunch of code deals with that aspect 2815 * make it depletion. This bunch of code deals with that aspect
3030 * of death. 2816 * of death.
3031 */ 2817 */
3032#ifndef COZY_SERVER 2818#ifndef COZY_SERVER
3033 if (settings.balanced_stat_loss) 2819 if (settings.balanced_stat_loss)
3034 { 2820 {
3035 /* If stat loss is permanent, lose one stat only. */ 2821 /* If stat loss is permanent, lose one stat only. */
3036 /* Lower level chars don't lose as many stats because they suffer 2822 /* Lower level chars don't lose as many stats because they suffer
3037 more if they do. */ 2823 more if they do. */
3038 /* Higher level characters can afford things such as potions of 2824 /* Higher level characters can afford things such as potions of
3039 restoration, or better, stat potions. So we slug them that 2825 restoration, or better, stat potions. So we slug them that
3040 little bit harder. */ 2826 little bit harder. */
3041 /* GD */ 2827 /* GD */
3042 if (settings.stat_loss_on_death) 2828 if (settings.stat_loss_on_death)
3043 num_stats_lose = 1; 2829 num_stats_lose = 1;
3044 else
3045 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3046 }
3047 else 2830 else
3048 { 2831 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2832 }
2833 else
3049 num_stats_lose = 1; 2834 num_stats_lose = 1;
3050 } 2835
3051 lost_a_stat = 0; 2836 lost_a_stat = 0;
3052 2837
3053 for (z = 0; z < num_stats_lose; z++) 2838 for (z = 0; z < num_stats_lose; z++)
3054 { 2839 {
3055 i = RANDOM () % NUM_STATS; 2840 i = RANDOM () % NUM_STATS;
3056 2841
3057 if (settings.stat_loss_on_death) 2842 if (settings.stat_loss_on_death)
3058 { 2843 {
3059 /* Pick a random stat and take a point off it. Tell the player 2844 /* Pick a random stat and take a point off it. Tell the player
3060 * what he lost. 2845 * what he lost.
3061 */ 2846 */
3062 change_attr_value (&(op->stats), i, -1); 2847 change_attr_value (&(op->stats), i, -1);
3063 check_stat_bounds (&(op->stats)); 2848 check_stat_bounds (&(op->stats));
3064 change_attr_value (&(op->contr->orig_stats), i, -1); 2849 change_attr_value (&(op->contr->orig_stats), i, -1);
3065 check_stat_bounds (&(op->contr->orig_stats)); 2850 check_stat_bounds (&(op->contr->orig_stats));
3066 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3067 lost_a_stat = 1; 2852 lost_a_stat = 1;
2853 }
2854 else
2855 {
2856 /* deplete a stat */
2857 archetype *deparch = archetype::find ("depletion");
2858 object *dep;
2859
2860 dep = present_arch_in_ob (deparch, op);
2861 if (!dep)
2862 {
2863 dep = arch_to_object (deparch);
2864 insert_ob_in_ob (dep, op);
3068 } 2865 }
3069 else 2866 lose_this_stat = 1;
2867 if (settings.balanced_stat_loss)
3070 { 2868 {
3071 /* deplete a stat */ 2869 /* GD */
3072 archetype *deparch = archetype::find ("depletion"); 2870 /* Get the stat that we're about to deplete. */
3073 object *dep; 2871 this_stat = get_attr_value (&(dep->stats), i);
3074 2872 if (this_stat < 0)
3075 dep = present_arch_in_ob (deparch, op);
3076 if (!dep)
3077 { 2873 {
3078 dep = arch_to_object (deparch); 2874 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3079 insert_ob_in_ob (dep, op); 2875 int keep_chance = this_stat * this_stat;
3080 } 2876
3081 lose_this_stat = 1; 2877 /* 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) 2878 if (keep_chance < 1)
2879 keep_chance = 1;
2880
2881 /* There is a maximum depletion total per level. */
2882 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3088 { 2883 {
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; 2884 lose_this_stat = 0;
3100 /* Take loss chance vs keep chance to see if we 2885 /* Take loss chance vs keep chance to see if we
3101 retain the stat. */ 2886 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 } 2887 }
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 */ 2888 else
3123 if (this_stat >= -50)
3124 { 2889 {
3125 change_attr_value (&(dep->stats), i, -1); 2890 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; 2891 lose_this_stat = 0;
2892 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2893 this_stat, keep_chance, loss_chance,
2894 lose_this_stat?"LOSE":"KEEP"); */
3130 } 2895 }
3131 } 2896 }
3132 } 2897 }
2898
2899 if (lose_this_stat)
2900 {
2901 this_stat = get_attr_value (&(dep->stats), i);
2902 /* We could try to do something clever like find another
2903 * stat to reduce if this fails. But chances are, if
2904 * stats have been depleted to -50, all are pretty low
2905 * and should be roughly the same, so it shouldn't make a
2906 * difference.
2907 */
2908 if (this_stat >= -50)
2909 {
2910 change_attr_value (&(dep->stats), i, -1);
2911 SET_FLAG (dep, FLAG_APPLIED);
2912 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2913 op->update_stats ();
2914 lost_a_stat = 1;
2915 }
3133 } 2916 }
2917 }
2918 }
3134 /* If no stat lost, tell the player. */ 2919 /* If no stat lost, tell the player. */
3135 if (!lost_a_stat) 2920 if (!lost_a_stat)
3136 { 2921 {
3137 /* determine_god() seems to not work sometimes... why is this? 2922 /* determine_god() seems to not work sometimes... why is this?
3138 Should I be using something else? GD */ 2923 Should I be using something else? GD */
3139 const char *god = determine_god (op); 2924 const char *god = determine_god (op);
3140 2925
3141 if (god && (strcmp (god, "none"))) 2926 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); 2927 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3143 else 2928 else
3144 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3145 } 2930 }
3146#else 2931#else
3147 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2932 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3148#endif 2933#endif
3149 2934
3150 /* Put a gravestone up where the character 'almost' died. List the 2935 /* Put a gravestone up where the character 'almost' died. List the
3151 * exp loss on the stone. 2936 * exp loss on the stone.
3152 */ 2937 */
3153 tmp = arch_to_object (archetype::find ("gravestone")); 2938 tmp = arch_to_object (archetype::find ("gravestone"));
3154 sprintf (buf, "%s's gravestone", &op->name); 2939 sprintf (buf, "%s's gravestone", &op->name);
3155 tmp->name = buf; 2940 tmp->name = buf;
3156 sprintf (buf, "%s's gravestones", &op->name); 2941 sprintf (buf, "%s's gravestones", &op->name);
3157 tmp->name_pl = buf; 2942 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); 2943 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; 2944 tmp->msg = buf;
3160 tmp->x = op->x, tmp->y = op->y; 2945 tmp->x = op->x, tmp->y = op->y;
3161 insert_ob_in_map (tmp, op->map, NULL, 0); 2946 insert_ob_in_map (tmp, op->map, NULL, 0);
3162 2947
3163 /**************************************/ 2948 /**************************************/
3164 /* */ 2949 /* */
3165 /* Subtract the experience points, */ 2950 /* Subtract the experience points, */
3166 /* if we died cause of food, give us */ 2951 /* if we died cause of food, give us */
3167 /* food, and reset HP's... */ 2952 /* food, and reset HP's... */
3168 /* */ 2953 /* */
3169 /**************************************/ 2954 /**************************************/
3170 2955
3171 /* remove any poisoning and confusion the character may be suffering. */ 2956 /* remove any poisoning and confusion the character may be suffering. */
3172 /* restore player */ 2957 /* restore player */
3173 at = archetype::find ("poisoning"); 2958 at = archetype::find ("poisoning");
3174 tmp = present_arch_in_ob (at, op); 2959 tmp = present_arch_in_ob (at, op);
3175 2960
3176 if (tmp) 2961 if (tmp)
3177 { 2962 {
3178 tmp->destroy (); 2963 tmp->destroy ();
3179 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2964 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3180 } 2965 }
3181 2966
3182 at = archetype::find ("confusion"); 2967 at = archetype::find ("confusion");
3183 tmp = present_arch_in_ob (at, op); 2968 tmp = present_arch_in_ob (at, op);
3184 if (tmp) 2969 if (tmp)
3185 { 2970 {
3186 tmp->destroy (); 2971 tmp->destroy ();
3187 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3188 } 2973 }
3189 2974
3190 cure_disease (op, 0); /* remove any disease */ 2975 cure_disease (op, 0); /* remove any disease */
3191 2976
3192 /*add_exp(op, (op->stats.exp * -0.20)); */ 2977 /*add_exp(op, (op->stats.exp * -0.20)); */
3193 apply_death_exp_penalty (op); 2978 apply_death_exp_penalty (op);
3194 if (op->stats.food < 100) 2979 if (op->stats.food < 100)
3195 op->stats.food = 900; 2980 op->stats.food = 900;
3196 op->stats.hp = op->stats.maxhp; 2981 op->stats.hp = op->stats.maxhp;
3197 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3198 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3199 2984
3200 /* 2985 /*
3201 * Check to see if the player is in a shop. IF so, then check to see if 2986 * 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 2987 * the player has any unpaid items. If so, remove them and put them back
3203 * in the map. 2988 * in the map.
3204 */ 2989 */
3205 2990
3206 if (is_in_shop (op)) 2991 if (is_in_shop (op))
3207 remove_unpaid_objects (op->inv, op); 2992 remove_unpaid_objects (op->inv, op);
3208 2993
3209 /****************************************/ 2994 /****************************************/
3210 /* */ 2995 /* */
3211 /* Move player to his current respawn- */ 2996 /* Move player to his current respawn- */
3212 /* position (usually last savebed) */ 2997 /* position (usually last savebed) */
3213 /* */ 2998 /* */
3214 /****************************************/ 2999 /****************************************/
3215 3000
3216 enter_player_savebed (op); 3001 enter_player_savebed (op);
3217 3002
3218 /* Save the player before inserting the force to reduce 3003 /* Save the player before inserting the force to reduce
3219 * chance of abuse. 3004 * chance of abuse.
3220 */ 3005 */
3221 op->contr->braced = 0; 3006 op->contr->braced = 0;
3222 save_player (op, 1); 3007 op->contr->save ();
3223 3008
3224 /* it is possible that the player has blown something up 3009 /* it is possible that the player has blown something up
3225 * at his savebed location, and that can have long lasting 3010 * at his savebed location, and that can have long lasting
3226 * spell effects. So first see if there is a spell effect 3011 * spell effects. So first see if there is a spell effect
3227 * on the space that might harm the player. 3012 * on the space that might harm the player.
3228 */ 3013 */
3229 will_kill_again = 0; 3014 will_kill_again = 0;
3230 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3015 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3231 if (tmp->type == SPELL_EFFECT) 3016 if (tmp->type == SPELL_EFFECT)
3232 will_kill_again |= tmp->attacktype; 3017 will_kill_again |= tmp->attacktype;
3233 3018
3234 if (will_kill_again) 3019 if (will_kill_again)
3235 { 3020 {
3236 object *force; 3021 object *force;
3237 int at; 3022 int at;
3238 3023
3239 force = get_archetype (FORCE_NAME); 3024 force = get_archetype (FORCE_NAME);
3240 /* 50 ticks should be enough time for the spell to abate */ 3025 /* 50 ticks should be enough time for the spell to abate */
3241 force->speed = 0.1; 3026 force->speed = 0.1;
3242 force->speed_left = -5.0; 3027 force->speed_left = -5.0;
3243 SET_FLAG (force, FLAG_APPLIED); 3028 SET_FLAG (force, FLAG_APPLIED);
3244 for (at = 0; at < NROFATTACKS; at++) 3029 for (at = 0; at < NROFATTACKS; at++)
3245 if (will_kill_again & (1 << at)) 3030 if (will_kill_again & (1 << at))
3246 force->resist[at] = 100; 3031 force->resist[at] = 100;
3247 3032
3248 insert_ob_in_ob (force, op); 3033 insert_ob_in_ob (force, op);
3249 fix_player (op); 3034 op->update_stats ();
3250 3035
3251 } 3036 }
3252 3037
3253 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3038 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} 3039}
3322
3323 3040
3324void 3041void
3325loot_object (object *op) 3042loot_object (object *op)
3326{ /* Grab and destroy some treasure */ 3043{ /* Grab and destroy some treasure */
3327 object *tmp, *tmp2, *next; 3044 object *tmp, *tmp2, *next;
3328 3045
3329 if (op->container) 3046 if (op->container)
3330 { /* close open sack first */
3331 esrv_apply_container (op, op->container); 3047 esrv_apply_container (op, op->container); /* close open sack first */
3332 }
3333 3048
3334 for (tmp = op->inv; tmp != NULL; tmp = next) 3049 for (tmp = op->inv; tmp; tmp = next)
3335 { 3050 {
3336 next = tmp->below; 3051 next = tmp->below;
3052
3337 if (tmp->invisible) 3053 if (tmp->invisible)
3338 continue; 3054 continue;
3055
3339 tmp->remove (); 3056 tmp->remove ();
3340 tmp->x = op->x, tmp->y = op->y; 3057 tmp->x = op->x, tmp->y = op->y;
3341 if (tmp->type == CONTAINER) 3058 if (tmp->type == CONTAINER)
3342 { /* empty container to ground */ 3059 { /* empty container to ground */
3343 loot_object (tmp); 3060 loot_object (tmp);
3365 */ 3082 */
3366 3083
3367void 3084void
3368fix_weight (void) 3085fix_weight (void)
3369{ 3086{
3370 player *pl; 3087 for_all_players (pl)
3371
3372 for (pl = first_player; pl != NULL; pl = pl->next)
3373 { 3088 {
3374 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3089 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3375 3090
3376 if (old == sum) 3091 if (old == sum)
3377 continue; 3092 continue;
3378 fix_player (pl->ob); 3093 pl->ob->update_stats ();
3379 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3094 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3380 } 3095 }
3381} 3096}
3382 3097
3383void 3098void
3384fix_luck (void) 3099fix_luck (void)
3385{ 3100{
3386 player *pl; 3101 for_all_players (pl)
3387
3388 for (pl = first_player; pl != NULL; pl = pl->next)
3389 if (!pl->ob->contr->ns->state) 3102 if (!pl->ob->contr->ns->state)
3390 change_luck (pl->ob, 0); 3103 pl->ob->change_luck (0);
3391} 3104}
3392
3393 3105
3394/* cast_dust() - handles op throwing objects of type 'DUST'. 3106/* cast_dust() - handles op throwing objects of type 'DUST'.
3395 * This is much simpler in the new spell code - we basically 3107 * This is much simpler in the new spell code - we basically
3396 * just treat this as any other spell casting object. 3108 * just treat this as any other spell casting object.
3397 */ 3109 */
3398
3399void 3110void
3400cast_dust (object *op, object *throw_ob, int dir) 3111cast_dust (object *op, object *throw_ob, int dir)
3401{ 3112{
3402 object *skop, *spob; 3113 object *skop, *spob;
3403 3114
3612 if (pl->type != PLAYER) 3323 if (pl->type != PLAYER)
3613 { 3324 {
3614 LOG (llevError, "player_can_view() called for non-player object\n"); 3325 LOG (llevError, "player_can_view() called for non-player object\n");
3615 return -1; 3326 return -1;
3616 } 3327 }
3328
3617 if (!pl || !op) 3329 if (!pl || !op)
3618 return 0; 3330 return 0;
3619 3331
3620 if (op->head)
3621 {
3622 op = op->head; 3332 op = op->head_ ();
3623 } 3333
3624 get_rangevector (pl, op, &rv, 0x1); 3334 get_rangevector (pl, op, &rv, 0x1);
3625 3335
3626 /* starting with the 'head' part, lets loop 3336 /* starting with the 'head' part, lets loop
3627 * through the object and find if it has any 3337 * through the object and find if it has any
3628 * part that is in the los array but isnt on 3338 * part that is in the los array but isnt on
3758 if (trlist == NULL || who->type != PLAYER) 3468 if (trlist == NULL || who->type != PLAYER)
3759 return; 3469 return;
3760 3470
3761 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3471 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3762 3472
3763 if (tr == NULL || tr->item == NULL) 3473 if (!tr || !tr->item)
3764 { 3474 {
3765 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3475 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3766 return; 3476 return;
3767 } 3477 }
3768 3478

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