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Comparing deliantra/server/server/player.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 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->socket->monitor_spells; // what a hack
250 p->socket->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
251 roll_stats (op);
252 p->socket->monitor_spells = oldmon;
253 }
254 p->state = ST_ROLL_STAT;
255 clear_los (op);
256
257 p->gen_sp_armour = 10; 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->socket->update_look = 0;
292 p->socket->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->socket = 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 get_name (p->ob);
333
334 return 0; 402 return pl;
335} 403}
336 404
337/* 405/*
338 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
339 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
364 432
365object * 433object *
366get_nearest_player (object *mon) 434get_nearest_player (object *mon)
367{ 435{
368 object *op = NULL; 436 object *op = NULL;
369 player *pl = NULL;
370 objectlink *ol; 437 objectlink *ol;
371 unsigned lastdist; 438 unsigned lastdist;
372 rv_vector rv; 439 rv_vector rv;
373 440
374 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)
406 { 473 {
407 op = ol->ob; 474 op = ol->ob;
408 lastdist = rv.distance; 475 lastdist = rv.distance;
409 } 476 }
410 } 477 }
411 for (pl = first_player; pl != NULL; pl = pl->next) 478
412 { 479 for_all_players (pl)
413 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
414 {
415
416 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
417 { 482 {
418 op = pl->ob; 483 op = pl->ob;
419 lastdist = rv.distance; 484 lastdist = rv.distance;
420 } 485 }
421 } 486
422 }
423#if 0 487#if 0
424 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)");
425#endif 489#endif
426 return op; 490 return op;
427} 491}
445 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
446 * 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
447 * is probably not a good thing. 511 * is probably not a good thing.
448 */ 512 */
449#define MAX_SPACES 50 513#define MAX_SPACES 50
450
451 514
452/* 515/*
453 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
454 * 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
455 * 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
694 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
695 link_player_skills (pl); 758 link_player_skills (pl);
696} 759}
697 760
698void 761void
699get_name (object *op)
700{
701 op->contr->write_buf[0] = '\0';
702 op->contr->state = ST_GET_NAME;
703 send_query (op->contr->socket, 0, "What is your name?\n:");
704}
705
706void
707get_password (object *op)
708{
709 op->contr->write_buf[0] = '\0';
710 op->contr->state = ST_GET_PASSWORD;
711 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:");
712}
713
714void
715play_again (object *op)
716{
717 op->contr->state = ST_PLAY_AGAIN;
718 op->chosen_skill = NULL;
719 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
720 /* a bit of a hack, but there are various places early in th
721 * player creation process that a user can quit (eg, roll
722 * stats) that isn't removing the player. Taking a quick
723 * look, there are many places that call play_again without
724 * removing the player - it probably makes more sense
725 * to leave it to play_again to remove the object in all
726 * cases.
727 */
728 if (!QUERY_FLAG (op, FLAG_REMOVED))
729 op->remove ();
730 /* Need to set this to null - otherwise, it could point to garbage,
731 * and draw() doesn't check to see if the player is removed, only if
732 * the map is null or not swapped out.
733 */
734 op->map = NULL;
735}
736
737int
738receive_play_again (object *op, char key)
739{
740 if (key == 'q' || key == 'Q')
741 {
742 remove_friendly_object (op);
743 leave (op->contr, 0); /* ericserver will draw the message */
744 return 2;
745 }
746 else if (key == 'a' || key == 'A')
747 {
748 player *pl = op->contr;
749 shstr name = op->name;
750
751 op->contr = 0;
752 op->type = 0;
753 op->destroy (1);
754 pl = get_player (pl);
755 op = pl->ob;
756 add_friendly_object (op);
757 op->contr->password[0] = '~';
758 op->name = op->name_pl = 0;
759 /* Lets put a space in here */
760 new_draw_info (NDI_UNIQUE, 0, op, "\n");
761 get_name (op);
762 op->name = op->name_pl = name;
763 set_first_map (op);
764 }
765 else
766 /* user pressed something else so just ask again... */
767 play_again (op);
768
769 return 0;
770}
771
772void
773confirm_password (object *op)
774{
775
776 op->contr->write_buf[0] = '\0';
777 op->contr->state = ST_CONFIRM_PASSWORD;
778 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
779}
780
781void
782get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
783{ 763{
784 if (party == NULL) 764 if (party == NULL)
785 { 765 {
786 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);
787 return; 767 return;
788 } 768 }
769
789 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
790 op->contr->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
791 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
792 send_query (op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
793} 774}
794
795 775
796/* 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. */
797int 777static int
798roll_stat (void) 778roll_stat (void)
799{ 779{
800 int a[4], i, j, k; 780 int a[4], i, j, k;
801 781
802 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
805 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
806 if (a[i] < k) 786 if (a[i] < k)
807 k = a[i], j = i; 787 k = a[i], j = i;
808 788
809 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
810 {
811 if (i != j) 790 if (i != j)
812 k += a[i]; 791 k += a[i];
813 } 792
814 return k; 793 return k;
815} 794}
816 795
817void 796void
818roll_stats (object *op) 797object::roll_stats ()
819{ 798{
820 int sum = 0;
821 int i = 0, j = 0;
822 int statsort[7]; 799 int statsort [7];
823 800
824 do 801 for (;;)
825 {
826 op->stats.Str = roll_stat ();
827 op->stats.Dex = roll_stat ();
828 op->stats.Int = roll_stat ();
829 op->stats.Con = roll_stat ();
830 op->stats.Wis = roll_stat ();
831 op->stats.Pow = roll_stat ();
832 op->stats.Cha = roll_stat ();
833 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
834 } 802 {
835 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
836 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
837 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
838 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
839 statsort[1] = op->stats.Dex;
840 statsort[2] = op->stats.Int;
841 statsort[3] = op->stats.Con;
842 statsort[4] = op->stats.Wis;
843 statsort[5] = op->stats.Pow;
844 statsort[6] = op->stats.Cha;
845 813
846 /* a quick and dirty bubblesort? */
847 do
848 {
849 if (statsort[i] < statsort[i + 1])
850 {
851 j = statsort[i];
852 statsort[i] = statsort[i + 1];
853 statsort[i + 1] = j;
854 i = 0;
855 }
856 else
857 {
858 i++;
859 }
860 }
861 while (i < 6);
862
863 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
864 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
865 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
866 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
867 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
868 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
869 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
870 821
871
872 op->contr->orig_stats.Str = op->stats.Str;
873 op->contr->orig_stats.Dex = op->stats.Dex;
874 op->contr->orig_stats.Int = op->stats.Int;
875 op->contr->orig_stats.Con = op->stats.Con;
876 op->contr->orig_stats.Wis = op->stats.Wis;
877 op->contr->orig_stats.Pow = op->stats.Pow;
878 op->contr->orig_stats.Cha = op->stats.Cha;
879
880 op->level = 1;
881 op->stats.exp = 0; 822 stats.exp = 0;
882 op->stats.ac = 0; 823 stats.ac = 0;
883 824
884 op->contr->levhp[1] = 9;
885 op->contr->levsp[1] = 6;
886 op->contr->levgrace[1] = 3;
887
888 fix_player (op);
889 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
890 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
891 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
892 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
893} 837}
894 838
895void 839void
896Roll_Again (object *op) 840object::swap_stats (int a, int b)
897{ 841{
898 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
899 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
900 "[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);
901}
902 845
903void 846 stats.Str = contr->orig_stats.Str;
904Swap_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)
905{ 878{
906 signed char tmp;
907 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
908 880
909 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
912 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
913 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
914 return;
915 }
916
917 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
918
919 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
920
921 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
922
923 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
924 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
925 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
926 op->stats.Dex = op->contr->orig_stats.Dex;
927 op->stats.Con = op->contr->orig_stats.Con;
928 op->stats.Int = op->contr->orig_stats.Int;
929 op->stats.Wis = op->contr->orig_stats.Wis;
930 op->stats.Pow = op->contr->orig_stats.Pow;
931 op->stats.Cha = op->contr->orig_stats.Cha;
932 op->stats.ac = 0;
933
934 op->level = 1;
935 op->stats.exp = 0;
936 op->stats.ac = 0;
937
938 op->contr->levhp[1] = 9;
939 op->contr->levsp[1] = 6;
940 op->contr->levgrace[1] = 3;
941
942 fix_player (op);
943 op->stats.hp = op->stats.maxhp;
944 op->stats.sp = op->stats.maxsp;
945 op->stats.grace = op->stats.maxgrace;
946 op->contr->orig_stats = op->stats;
947 op->contr->Swap_First = -1;
948}
949
950
951/* This code has been greatly reduced, because with set_attr_value
952 * and get_attr_value, the stats can be accessed just numeric
953 * ids. stat_trans is a table that translate the number entered
954 * into the actual stat. It is needed because the order the stats
955 * are displayed in the stat window is not the same as how
956 * the number's access that stat. The table does that translation.
957 */
958int
959key_roll_stat (object *op, char key)
960{
961 int keynum = key - '0';
962 char buf[MAX_BUF];
963 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
964
965 if (keynum > 0 && keynum <= 7)
966 {
967 if (op->contr->Swap_First == -1)
968 {
969 op->contr->Swap_First = stat_trans[keynum];
970 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
971 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
972 }
973 else
974 Swap_Stat (op, stat_trans[keynum]);
975
976 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
977 return 1;
978 }
979 switch (key)
980 {
981 case 'n':
982 case 'N':
983 {
984 SET_FLAG (op, FLAG_WIZ);
985 if (op->map == NULL)
986 {
987 LOG (llevError, "Map == NULL in state 2\n");
988 break;
989 }
990
991#if 0
992 /* So that enter_exit will put us at startx/starty */
993 op->x = -1;
994
995 enter_exit (op, NULL);
996#endif
997 SET_ANIMATION (op, 2); /* So player faces south */
998 /* Enter exit adds a player otherwise */
999 add_statbonus (op);
1000 send_query (op->contr->socket, CS_QUERY_SINGLECHAR,
1001 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1002 op->contr->state = ST_CHANGE_CLASS;
1003 if (op->msg)
1004 new_draw_info (NDI_BLUE, 0, op, op->msg);
1005 return 0;
1006 }
1007 case 'y':
1008 case 'Y':
1009 roll_stats (op);
1010 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "");
1011 return 1;
1012
1013 case 'q':
1014 case 'Q':
1015 play_again (op);
1016 return 1;
1017
1018 default:
1019 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1020 return 0;
1021 }
1022 return 0;
1023} 885}
1024 886
1025/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1026 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1027 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1028 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1029 * not the class. 891 * not the class.
1030 */ 892 */
1031
1032int 893int
1033key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1034{ 895{
1035 int tmp_loop; 896 int tmp_loop;
1036 897
1037 if (key == 'q' || key == 'Q')
1038 {
1039 op->remove ();
1040 play_again (op);
1041 return 0;
1042 }
1043 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1044 { 899 {
1045 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1046 901
1047 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1052 create_treasure (tl, op, 0, 0, 0); 907 create_treasure (tl, op, 0, 0, 0);
1053 908
1054 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
1055 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
1056 911
1057 op->contr->state = ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
1058 913
1059 if (op->msg) 914 if (op->msg)
1060 op->msg = NULL; 915 op->msg = NULL;
1061 916
1062 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
1071 start_info (op); 926 start_info (op);
1072 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1073 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1074 link_player_skills (op); 929 link_player_skills (op);
1075 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1076 fix_player (op); 931 op->update_stats ();
1077 932
1078 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1079 * is one for this race 934 * is one for this race
1080 */ 935 */
1081 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1082 { 937 {
1083 object *tmp; 938 object *tmp;
1084 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1085 940
1086 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);
1087 tmp = object::create (); 942 tmp = object::create ();
1088 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1089 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1090 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1091 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;
1092 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1093 * default initial map */ 948 * default initial map */
1094 tmp->destroy (); 949 tmp->destroy ();
1095 } 950 }
1096 else 951 else
1107 while (!tmp_loop) 962 while (!tmp_loop)
1108 { 963 {
1109 shstr name = op->name; 964 shstr name = op->name;
1110 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1111 966
1112 remove_statbonus (op); 967 op->remove_statbonus ();
1113 op->remove (); 968 op->remove ();
1114 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1115 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1116 op->instantiate (); 971 op->instantiate ();
1117 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1119 op->x = x; 974 op->x = x;
1120 op->y = y; 975 op->y = y;
1121 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1122 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1123 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1124 add_statbonus (op); 979 op->add_statbonus ();
1125 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1126 } 981 }
1127 982
1128 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1129 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1130 fix_player (op); 985 op->update_stats ();
1131 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1132 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1133 op->stats.grace = 0; 988 op->stats.grace = 0;
1134 989
1135 if (op->msg) 990 if (op->msg)
1136 new_draw_info (NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
1137 992
1138 send_query (op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1139 return 0; 994 return 0;
1140} 995}
1141 996
1142int 997int
1143key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1144{ 999{
1145 char buf[MAX_BUF];
1146
1147 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1148 { 1001 {
1149 op->contr->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1150 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1151 return 1; 1004 return 1;
1152 } 1005 }
1153 1006
1154 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1155 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1156 1009
1010 op->contr->enable_save = false;
1011
1157 terminate_all_pets (op); 1012 terminate_all_pets (op);
1158 leave_map (op); 1013 op->remove ();
1159 op->direction = 0; 1014 op->direction = 0;
1160 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);
1161 1016
1162 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1163 check_score (op); 1018 check_score (op);
1164 op->contr->party = NULL; 1019 op->contr->party = 0;
1165 if (settings.set_title == TRUE)
1166 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1167 1022
1168 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1169 {
1170 maptile *mp, *next;
1171
1172 /* We need to hunt for any per player unique maps in memory and
1173 * get rid of them. The trailing slash in the path is intentional,
1174 * so that players named 'Ab' won't match against players 'Abe' pathname
1175 */
1176 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1177 for (mp = first_map; mp != NULL; mp = next)
1178 {
1179 next = mp->next;
1180 if (!strncmp (mp->path, buf, strlen (buf)))
1181 delete_map (mp);
1182 }
1183
1184 delete_character (op->name, 1);
1185 }
1186
1187 play_again (op);
1188 return 1; 1023 return 1;
1189} 1024}
1190 1025
1191void 1026void
1192flee_player (object *op) 1027flee_player (object *op)
1330 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1331 &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))));
1332 else 1167 else
1333 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1334 &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
1335 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1336
1337 sprintf (putstring, "...flags: ");
1338 for (k = 0; k < 4; k++)
1339 {
1340 for (j = 0; j < 32; j++)
1341 {
1342 if ((tmp->flags[k] >> j) & 0x01)
1343 {
1344 sprintf (tmpstr, "%d ", k * 32 + j);
1345 strcat (putstring, tmpstr);
1346 }
1347 }
1348 }
1349 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1350
1351#if 0
1352 /* print the flags too */
1353 for (k = 0; k < 4; k++)
1354 {
1355 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1356 for (j = 0; j < 32; j++)
1357 {
1358 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1359 if (!((j + 1) % 4))
1360 fprintf (stderr, " ");
1361 }
1362 fprintf (stderr, " [%d]\n", k * 32);
1363 }
1364#endif
1365 } 1172 }
1173
1366 /* philosophy: 1174 /* philosophy:
1367 * 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
1368 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1369 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1370 * 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
1371 * example. 1179 * example.
1372 * 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
1373 * 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
1374 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1874 return 0; 1682 return 0;
1875 } 1683 }
1876 1684
1877 arrow->set_owner (op); 1685 arrow->set_owner (op);
1878 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1879
1880 arrow->direction = dir; 1687 arrow->direction = dir;
1881 arrow->x = sx;
1882 arrow->y = sy;
1883 1688
1884 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1885 { 1690 {
1886 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1887 fix_player (op); 1692 op->update_stats ();
1888 } 1693 }
1889 1694
1890 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1891 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1892 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1902 1707
1903 /* update the speed */ 1708 /* update the speed */
1904 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1905 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;
1906 1711
1907 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1908 arrow->speed = 1.0;
1909 update_ob_speed (arrow);
1910 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1911 1714
1912 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1913 { 1716 {
1914 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1927 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1928 1731
1929 if (bow->slaying) 1732 if (bow->slaying)
1930 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1931 1734
1932 arrow->map = m;
1933 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1934 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1935 1737
1936 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);
1937 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1938 1740
1939 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1940 move_arrow (arrow); 1742 move_arrow (arrow);
1941 1743
1942 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1968 } 1770 }
1969 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)
1970 { 1772 {
1971 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1972 wcmod = -1; 1774 wcmod = -1;
1775
1973 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);
1974 } 1777 }
1975 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1976 { 1779 {
1977 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);
2047 1850
2048 if (item->arch) 1851 if (item->arch)
2049 { 1852 {
2050 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2051 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2052 item->speed = 0; 1855 item->set_speed (0);
2053 update_ob_speed (item);
2054 } 1856 }
1857
2055 if ((tmp = item->in_player ())) 1858 if ((tmp = item->in_player ()))
2056 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2057 } 1860 }
2058 } 1861 }
2059 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2060 {
2061 drain_rod_charge (item); 1863 drain_rod_charge (item);
2062 }
2063 } 1864 }
2064} 1865}
2065 1866
2066/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2067 */ 1868 */
2551 2352
2552 /* 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
2553 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2554 * called, so we recheck it here. 2355 * called, so we recheck it here.
2555 */ 2356 */
2556 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 op->contr->ns->handle_command ();
2557 for (int rep = 8; --rep && op->contr->socket->handle_command (); )
2558 ;
2559 2358
2560 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2561 return 0; 2360 return 0;
2562 2361
2563 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2601 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2602 2401
2603 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2604 op->stats.food = 999; 2403 op->stats.food = 999;
2605 2404
2606 fix_player (op); 2405 op->update_stats ();
2607 return 1; 2406 return 1;
2608 } 2407 }
2609 2408
2610 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2611 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2623{ 2422{
2624 object *next; 2423 object *next;
2625 2424
2626 while (op) 2425 while (op)
2627 { 2426 {
2628 next = op->below; /* Make sure we have a good value, in case 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2629 * we remove object 'op' 2428
2630 */
2631 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2632 { 2430 {
2633 op->remove ();
2634 op->x = env->x;
2635 op->y = env->y;
2636 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2637 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2638 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2639 } 2435 }
2640 else if (op->inv) 2436 else if (op->inv)
2641 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2642 2438
2643 op = next; 2439 op = next;
2644 } 2440 }
2645} 2441}
2646
2647 2442
2648/* 2443/*
2649 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2650 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2651 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2685 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2686 strcat (buf2, buf); 2481 strcat (buf2, buf);
2687 2482
2688 return buf2; 2483 return buf2;
2689} 2484}
2690
2691
2692 2485
2693void 2486void
2694do_some_living (object *op) 2487do_some_living (object *op)
2695{ 2488{
2696 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2705 const int max_grace = 1; 2498 const int max_grace = 1;
2706 2499
2707 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2708 { 2501 {
2709 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2710 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2711 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2712 } 2505 }
2713 2506
2714 if (op->contr->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2715 { 2508 {
2716
2717 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2718 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2719 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2720 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2721 else 2513 else
2722 { 2514 {
2723 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2724 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2725 } 2517 }
2518
2726 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2727 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2728 else 2521 else
2729 { 2522 {
2730 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2731 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2732 } 2525 }
2526
2733 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2734 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2735 else 2529 else
2736 { 2530 {
2737 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2753 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2754 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2755 op->stats.food = last_food; 2549 op->stats.food = last_food;
2756 } 2550 }
2757 } 2551 }
2552
2758 if (max_sp > 1) 2553 if (max_sp > 1)
2759 { 2554 {
2760 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2761 if (over_sp > 0) 2556 if (over_sp > 0)
2762 { 2557 {
2763 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2764 { 2559 {
2765 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2766 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) 2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2767 op->stats.sp--; 2563 op->stats.sp--;
2564
2768 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2769 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2770 } 2567 }
2771 op->last_sp = 0; 2568 op->last_sp = 0;
2772 } 2569 }
2773 else 2570 else
2774 {
2775 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);
2776 }
2777 } 2572 }
2778 else 2573 else
2779 {
2780 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2781 }
2782 } 2575 }
2783 2576
2784 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2785 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2786 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2787 { 2580 {
2788 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2789 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2790 if (max_grace > 1) 2584 if (max_grace > 1)
2791 { 2585 {
2792 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2793 if (over_grace > 0) 2587 if (over_grace > 0)
2794 { 2588 {
2822 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2823 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2824 op->stats.food = last_food; 2618 op->stats.food = last_food;
2825 } 2619 }
2826 } 2620 }
2621
2827 if (max_hp > 1) 2622 if (max_hp > 1)
2828 { 2623 {
2829 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2830 if (over_hp > 0) 2625 if (over_hp > 0)
2831 { 2626 {
2855 2650
2856 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2857 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2858 else 2653 else
2859 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2860 /* dms do not consume food */ 2656 /* dms do not consume food */
2861 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2862 op->stats.food--; 2658 op->stats.food--;
2863 } 2659 }
2864 }
2865 2660
2866 if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2867 { 2662 {
2868 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2869 2664
2870 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2871 { 2666 {
2872 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2873 {
2874 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2875 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2876 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2671 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2877 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2878 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2879 break; 2674 break;
2880 } 2675 }
2881 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2882 flesh = tmp; 2677 flesh = tmp;
2883 } /* End if paid for object */ 2678 } /* End if paid for object */
2884 } /* end of for loop */ 2679 } /* end of for loop */
2680
2885 /* If player is still starving, it means they don't have any food, so 2681 /* If player is still starving, it means they don't have any food, so
2886 * eat flesh instead. 2682 * eat flesh instead.
2887 */ 2683 */
2888 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2889 { 2685 {
2890 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2891 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2892 } 2688 }
2893 } /* end if player is starving */ 2689 }
2894 2690
2895 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2896 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2897 2693
2898 if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2899 kill_player (op); 2695 kill_player (op);
2696 }
2900} 2697}
2901
2902
2903 2698
2904/* If the player should die (lack of hp, food, etc), we call this. 2699/* If the player should die (lack of hp, food, etc), we call this.
2905 * op is the player in jeopardy. If the player can not be saved (not 2700 * op is the player in jeopardy. If the player can not be saved (not
2906 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2907 * file. 2702 * file.
2937 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2938 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2939 2734
2940 /* restore player */ 2735 /* restore player */
2941 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2942 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2943 if (tmp)
2944 { 2738 {
2945 tmp->destroy (); 2739 tmp->destroy ();
2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2947 } 2741 }
2948 2742
2949 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2950 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2951 if (tmp)
2952 { 2745 {
2953 tmp->destroy (); 2746 tmp->destroy ();
2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2955 } 2748 }
2956 2749
2958 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2959 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2960 op->stats.food = 999; 2753 op->stats.food = 999;
2961 2754
2962 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2963 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2964 if (tmp != NULL)
2965 { 2757 {
2966 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2967 tmp->name = buf; 2759 tmp->name = buf;
2968 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2969 " the %s, when he was defeated at\n level %d by %s.\n", 2761 " the %s, when he was defeated at\n level %d by %s.\n",
2970 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2971 tmp->msg = buf; 2763 tmp->msg = buf;
2972 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2973 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2974 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2975 insert_ob_in_map (tmp, op->map, op, 0);
2976 } 2767 }
2977 2768
2978 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2979 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2980 op->contr->braced = 0; 2771 op->contr->braced = 0;
3006 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3007 return; 2798 return;
3008 } 2799 }
3009 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3010 } 2801 }
2802
3011 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3012 2804
3013 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3014 x = op->x; 2806 x = op->x;
3015 y = op->y; 2807 y = op->y;
3016 map = op->map; 2808 map = op->map;
3017 2809
3018
3019 if (settings.not_permadeth == TRUE)
3020 {
3021 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3022 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
3023 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
3024 */ 2813 */
3025 2814
3026 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3027 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3028 * of death. 2817 * of death.
3029 */ 2818 */
3030#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3031 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3032 { 2821 {
3033 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3034 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
3035 more if they do. */ 2824 more if they do. */
3036 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3037 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3038 little bit harder. */ 2827 little bit harder. */
3039 /* GD */ 2828 /* GD */
3040 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3041 num_stats_lose = 1; 2830 num_stats_lose = 1;
3042 else
3043 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3044 }
3045 else 2831 else
3046 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3047 num_stats_lose = 1; 2835 num_stats_lose = 1;
3048 } 2836
3049 lost_a_stat = 0; 2837 lost_a_stat = 0;
3050 2838
3051 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3052 { 2840 {
3053 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3054 2842
3055 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3056 { 2844 {
3057 /* Pick a random stat and take a point off it. Tell the player 2845 /* Pick a random stat and take a point off it. Tell the player
3058 * what he lost. 2846 * what he lost.
3059 */ 2847 */
3060 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3061 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3062 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3063 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3064 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3065 lost_a_stat = 1; 2853 lost_a_stat = 1;
2854 }
2855 else
2856 {
2857 /* deplete a stat */
2858 archetype *deparch = archetype::find ("depletion");
2859 object *dep;
2860
2861 dep = present_arch_in_ob (deparch, op);
2862 if (!dep)
2863 {
2864 dep = arch_to_object (deparch);
2865 insert_ob_in_ob (dep, op);
3066 } 2866 }
3067 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3068 { 2869 {
3069 /* deplete a stat */ 2870 /* GD */
3070 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3071 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3072 2873 if (this_stat < 0)
3073 dep = present_arch_in_ob (deparch, op);
3074 if (!dep)
3075 { 2874 {
3076 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3077 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3078 } 2877
3079 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3080 if (settings.balanced_stat_loss)
3081 {
3082 /* GD */
3083 /* Get the stat that we're about to deplete. */
3084 this_stat = get_attr_value (&(dep->stats), i);
3085 if (this_stat < 0) 2879 if (keep_chance < 1)
2880 keep_chance = 1;
2881
2882 /* There is a maximum depletion total per level. */
2883 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3086 { 2884 {
3087 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3088 int keep_chance = this_stat * this_stat;
3089
3090 /* Yes, I am paranoid. Sue me. */
3091 if (keep_chance < 1)
3092 keep_chance = 1;
3093
3094 /* There is a maximum depletion total per level. */
3095 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3096 {
3097 lose_this_stat = 0; 2885 lose_this_stat = 0;
3098 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3099 retain the stat. */ 2887 retain the stat. */
3100 }
3101 else
3102 {
3103 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3104 lose_this_stat = 0;
3105 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3106 this_stat, keep_chance, loss_chance,
3107 lose_this_stat?"LOSE":"KEEP"); */
3108 }
3109 } 2888 }
3110 }
3111
3112 if (lose_this_stat)
3113 {
3114 this_stat = get_attr_value (&(dep->stats), i);
3115 /* We could try to do something clever like find another
3116 * stat to reduce if this fails. But chances are, if
3117 * stats have been depleted to -50, all are pretty low
3118 * and should be roughly the same, so it shouldn't make a
3119 * difference.
3120 */ 2889 else
3121 if (this_stat >= -50)
3122 { 2890 {
3123 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3124 SET_FLAG (dep, FLAG_APPLIED);
3125 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3126 fix_player (op);
3127 lost_a_stat = 1; 2892 lose_this_stat = 0;
2893 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2894 this_stat, keep_chance, loss_chance,
2895 lose_this_stat?"LOSE":"KEEP"); */
3128 } 2896 }
3129 } 2897 }
3130 } 2898 }
2899
2900 if (lose_this_stat)
2901 {
2902 this_stat = get_attr_value (&(dep->stats), i);
2903 /* We could try to do something clever like find another
2904 * stat to reduce if this fails. But chances are, if
2905 * stats have been depleted to -50, all are pretty low
2906 * and should be roughly the same, so it shouldn't make a
2907 * difference.
2908 */
2909 if (this_stat >= -50)
2910 {
2911 change_attr_value (&(dep->stats), i, -1);
2912 SET_FLAG (dep, FLAG_APPLIED);
2913 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2914 op->update_stats ();
2915 lost_a_stat = 1;
2916 }
3131 } 2917 }
2918 }
2919 }
3132 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3133 if (!lost_a_stat) 2921 if (!lost_a_stat)
3134 { 2922 {
3135 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3136 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3137 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3138 2926
3139 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3140 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2928 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
3141 else 2929 else
3142 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
3143 } 2931 }
3144#else 2932#else
3145 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
3146#endif 2934#endif
3147 2935
3148 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3149 * exp loss on the stone. 2937 * exp loss on the stone.
3150 */ 2938 */
3151 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3152 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3153 tmp->name = buf; 2941 tmp->name = buf;
3154 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3155 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3156 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); 2944 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);
3157 tmp->msg = buf; 2945 tmp->msg = buf;
3158 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3159 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3160 2948
3161 /**************************************/ 2949 /**************************************/
3162 /* */ 2950 /* */
3163 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3164 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3165 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3166 /* */ 2954 /* */
3167 /**************************************/ 2955 /**************************************/
3168 2956
3169 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3170 /* restore player */ 2958 /* restore player */
3171 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3172 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
3173 2961
3174 if (tmp) 2962 if (tmp)
3175 { 2963 {
3176 tmp->destroy (); 2964 tmp->destroy ();
3177 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3178 } 2966 }
3179 2967
3180 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3181 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3182 if (tmp) 2970 if (tmp)
3183 { 2971 {
3184 tmp->destroy (); 2972 tmp->destroy ();
3185 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3186 } 2974 }
3187 2975
3188 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3189 2977
3190 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3191 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3192 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3193 op->stats.food = 900; 2981 op->stats.food = 900;
3194 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3195 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3196 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3197 2985
3198 /* 2986 /*
3199 * Check to see if the player is in a shop. IF so, then check to see if 2987 * Check to see if the player is in a shop. IF so, then check to see if
3200 * the player has any unpaid items. If so, remove them and put them back 2988 * the player has any unpaid items. If so, remove them and put them back
3201 * in the map. 2989 * in the map.
3202 */ 2990 */
3203 2991
3204 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3205 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3206 2994
3207 /****************************************/ 2995 /****************************************/
3208 /* */ 2996 /* */
3209 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3210 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3211 /* */ 2999 /* */
3212 /****************************************/ 3000 /****************************************/
3213 3001
3214 enter_player_savebed (op); 3002 enter_player_savebed (op);
3215 3003
3216 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3217 * chance of abuse. 3005 * chance of abuse.
3218 */ 3006 */
3219 op->contr->braced = 0; 3007 op->contr->braced = 0;
3220 save_player (op, 1); 3008 op->contr->save ();
3221 3009
3222 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3223 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3224 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3225 * on the space that might harm the player. 3013 * on the space that might harm the player.
3226 */ 3014 */
3227 will_kill_again = 0; 3015 will_kill_again = 0;
3228 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 3016 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
3229 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3230 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3231 3019
3232 if (will_kill_again) 3020 if (will_kill_again)
3233 { 3021 {
3234 object *force; 3022 object *force;
3235 int at; 3023 int at;
3236 3024
3237 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3238 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3239 force->speed = 0.1; 3027 force->speed = 0.1;
3240 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3241 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3242 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3243 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3244 force->resist[at] = 100; 3032 force->resist[at] = 100;
3245 3033
3246 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3247 fix_player (op); 3035 op->update_stats ();
3248 3036
3249 } 3037 }
3250 3038
3251 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3252 return;
3253 } /* NOT_PERMADETH */
3254 else
3255 {
3256 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3257 * should probably be embedded in an else statement.
3258 */
3259
3260 op->contr->party = NULL;
3261 if (settings.set_title == TRUE)
3262 op->contr->own_title[0] = '\0';
3263 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3264 check_score (op);
3265
3266 if (op->contr->ranges[range_golem])
3267 {
3268 remove_friendly_object (op->contr->ranges[range_golem]);
3269 op->contr->ranges[range_golem]->destroy ();
3270 op->contr->ranges[range_golem] = 0;
3271 }
3272
3273 loot_object (op); /* Remove some of the items for good */
3274 op->remove ();
3275 op->direction = 0;
3276
3277 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3278 {
3279 delete_character (op->name, 0);
3280 if (settings.resurrection == TRUE)
3281 {
3282 /* save playerfile sans equipment when player dies
3283 ** then save it as player.pl.dead so that future resurrection
3284 ** type spells will work on them nicely
3285 */
3286 delete_character (op->name, 0);
3287 op->stats.hp = op->stats.maxhp;
3288 op->stats.food = 999;
3289
3290 /* set the location of where the person will reappear when */
3291 /* maybe resurrection code should fix map also */
3292 strcpy (op->contr->maplevel, settings.emergency_mapname);
3293 if (op->map != NULL)
3294 op->map = NULL;
3295 op->x = settings.emergency_x;
3296 op->y = settings.emergency_y;
3297 save_player (op, 0);
3298 op->map = map;
3299 /* please see resurrection.c: peterm */
3300 dead_player (op);
3301 }
3302 else
3303 delete_character (op->name, 1);
3304 }
3305
3306 play_again (op);
3307
3308 /* peterm: added to create a corpse at deathsite. */
3309 tmp = arch_to_object (archetype::find ("corpse_pl"));
3310 sprintf (buf, "%s", &op->name);
3311 tmp->name = tmp->name_pl = buf;
3312 tmp->level = op->level;
3313 tmp->x = x;
3314 tmp->y = y;
3315 tmp->msg = gravestone_text (op);
3316 SET_FLAG (tmp, FLAG_UNIQUE);
3317 insert_ob_in_map (tmp, map, NULL, 0);
3318 }
3319} 3040}
3320
3321 3041
3322void 3042void
3323loot_object (object *op) 3043loot_object (object *op)
3324{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3325 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3326 3046
3327 if (op->container) 3047 if (op->container)
3328 { /* close open sack first */
3329 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3330 }
3331 3049
3332 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3333 { 3051 {
3334 next = tmp->below; 3052 next = tmp->below;
3335 if (tmp->type == EXPERIENCE || tmp->invisible) 3053
3054 if (tmp->invisible)
3336 continue; 3055 continue;
3056
3337 tmp->remove (); 3057 tmp->remove ();
3338 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3339 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3340 { /* empty container to ground */ 3060 { /* empty container to ground */
3341 loot_object (tmp); 3061 loot_object (tmp);
3363 */ 3083 */
3364 3084
3365void 3085void
3366fix_weight (void) 3086fix_weight (void)
3367{ 3087{
3368 player *pl; 3088 for_all_players (pl)
3369
3370 for (pl = first_player; pl != NULL; pl = pl->next)
3371 { 3089 {
3372 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3373 3091
3374 if (old == sum) 3092 if (old == sum)
3375 continue; 3093 continue;
3376 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3377 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3378 } 3096 }
3379} 3097}
3380 3098
3381void 3099void
3382fix_luck (void) 3100fix_luck (void)
3383{ 3101{
3384 player *pl; 3102 for_all_players (pl)
3385
3386 for (pl = first_player; pl != NULL; pl = pl->next)
3387 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3388 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3389} 3105}
3390
3391 3106
3392/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3393 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3394 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3395 */ 3110 */
3396
3397void 3111void
3398cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3399{ 3113{
3400 object *skop, *spob; 3114 object *skop, *spob;
3401 3115
3446 object *tmp = NULL; 3160 object *tmp = NULL;
3447 3161
3448 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3449 return 1; 3163 return 1;
3450 3164
3451 if (op->type == PLAYER)
3452 for (tmp = op->inv; tmp; tmp = tmp->below)
3453 if (tmp->type == EXPERIENCE && tmp->stats.Wis)
3454 if (QUERY_FLAG (tmp, FLAG_UNDEAD))
3455 return 1;
3456 return 0; 3165 return 0;
3457} 3166}
3458 3167
3459/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3460 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3615 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3616 { 3325 {
3617 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3618 return -1; 3327 return -1;
3619 } 3328 }
3329
3620 if (!pl || !op) 3330 if (!pl || !op)
3621 return 0; 3331 return 0;
3622 3332
3623 if (op->head)
3624 {
3625 op = op->head; 3333 op = op->head_ ();
3626 } 3334
3627 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3628 3336
3629 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3630 * through the object and find if it has any 3338 * through the object and find if it has any
3631 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3639 3347
3640 /* only the viewable area the player sees is updated by LOS 3348 /* only the viewable area the player sees is updated by LOS
3641 * code, so we need to restrict ourselves to that range of values 3349 * code, so we need to restrict ourselves to that range of values
3642 * for any meaningful values. 3350 * for any meaningful values.
3643 */ 3351 */
3644 if (FABS (dx) <= (pl->contr->socket->mapx / 2) && 3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3645 FABS (dy) <= (pl->contr->socket->mapy / 2) && 3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3646 !pl->contr->blocked_los[dx + (pl->contr->socket->mapx / 2)][dy + (pl->contr->socket->mapy / 2)]) 3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3647 return 1; 3355 return 1;
3648 op = op->more; 3356 op = op->more;
3649 } 3357 }
3650 return 0; 3358 return 0;
3651} 3359}
3761 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3762 return; 3470 return;
3763 3471
3764 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3765 3473
3766 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3767 { 3475 {
3768 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3769 return; 3477 return;
3770 } 3478 }
3771 3479
3837 { 3545 {
3838 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3839 object *skin; 3547 object *skin;
3840 3548
3841 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3842 for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3552 ;
3553
3843 if (skin == NULL) 3554 if (!skin)
3844 return; 3555 return;
3845 3556
3846 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3847 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3848 { 3559 {

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