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Comparing deliantra/server/server/player.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:03:21 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; pl = pl->next)
43 {
44 if (pl->obL && !strcmp (query_name (pl->ob), plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
45 return pl; 41 return pl;
46 };
47 42
48 return 0; 43 return 0;
49}
50
51player *
52find_player_partial_name (const char *plname)
53{
54 player *pl;
55 player *found = NULL;
56 size_t namelen = strlen (plname);
57
58 for (pl = first_player; pl; pl = pl->next)
59 {
60 if ((size_t) strlen (pl->ob->name) < namelen)
61 continue;
62
63 if (!strcmp (pl->ob->name, plname))
64 return pl;
65
66 if (!strncasecmp (pl->ob->name, plname, namelen))
67 {
68 if (found)
69 return 0;
70
71 found = pl;
72 }
73 }
74
75 return found;
76} 44}
77 45
78void 46void
79display_motd (const object *op) 47display_motd (const object *op)
80{ 48{
186 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
187 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);
188 close_and_delete (fp, comp); 156 close_and_delete (fp, comp);
189} 157}
190 158
191int 159/* This loads the first map an puts the player on it. */
192playername_ok (const char *cp) 160static void
161set_first_map (object *op)
193{ 162{
194 /* Don't allow - or _ as first character in the name */ 163 op->contr->maplevel = first_map_path;
195 if (*cp == '-' || *cp == '_') 164 op->x = -1;
196 return 0; 165 op->y = -1;
197
198 for (; *cp != '\0'; cp++)
199 if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_')
200 return 0;
201
202 return 1;
203} 166}
204 167
205/* This no longer sets the player map. Also, it now updates 168void
206 * all the pointers so the caller doesn't need to do that. 169player::enter_map ()
207 * Caller is responsible for setting the correct map.
208 */
209
210/* Redo this to do both get_player_ob and get_player.
211 * Hopefully this will be less bugfree and simpler.
212 * Returns the player structure. If 'p' is null,
213 * we create a new one. Otherwise, we recycle
214 * the one that is passed.
215 */
216static player *
217get_player (player *p)
218{ 170{
219 object *op = arch_to_object (get_player_archetype (0)); 171 object *tmp = object::create ();
220 int i;
221 172
222 /* Clears basically the entire player structure except 173 EXIT_PATH (tmp) = maplevel;
223 * 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.
224 */ 217 */
225 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
226 220
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{
227 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
228 * we deal with that below this point. 313 * we deal with that below this point.
229 */ 314 */
230 p->party = NULL;
231 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
232 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
233 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
234 p->Swap_First = -1;
235 318
236#ifdef AUTOSAVE
237 p->last_save_tick = 9999999;
238#endif
239
240 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
241 320
242 op->contr = p; /* this aren't yet in archetype */
243 p->ob = op;
244 op->speed_left = 0.5;
245 op->speed = 1.0;
246 op->direction = 5; /* So player faces south */
247 op->stats.wc = 2;
248 op->run_away = 25; /* Then we panick... */
249
250 {
251 int oldmon = p->ns->monitor_spells; // what a hack
252 p->ns->monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
253 roll_stats (op);
254 p->ns->monitor_spells = oldmon;
255 }
256 p->ns->state = ST_ROLL_STAT;
257 clear_los (op);
258
259 p->gen_sp_armour = 10; 321 gen_sp_armour = 10;
260 p->last_speed = -1; 322 last_speed = -1;
261 p->shoottype = range_none; 323 shoottype = range_none;
262 p->bowtype = bow_normal; 324 bowtype = bow_normal;
263 p->petmode = pet_normal; 325 petmode = pet_normal;
264 p->listening = 10; 326 listening = 10;
265 p->usekeys = containers; 327 usekeys = containers;
266 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
267 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
268 p->do_los = 1; 330 do_los = 1;
269 p->explore = 0;
270
271 assign (p->title, op->arch->clone.name);
272 op->race = op->arch->clone.race;
273
274 CLEAR_FLAG (op, FLAG_READY_SKILL);
275 331
276 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
277 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
278 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
279 * at zero. 335 * at zero.
280 */ 336 */
281 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
282 {
283 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
284 p->last_skill_ob[i] = NULL;
285 }
286 339
287 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
288 p->last_resist[i] = -1; 341 last_resist[i] = -1;
289 342
290 p->last_stats.exp = -1; 343 last_stats.exp = -1;
291 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
292
293 p->ns->update_look = 0;
294 p->ns->look_position = 0;
295
296 return p;
297} 345}
298 346
299/* This loads the first map an puts the player on it. */ 347void
300static void 348player::do_destroy ()
301set_first_map (object *op)
302{ 349{
303 strcpy (op->contr->maplevel, first_map_path); 350 disconnect ();
304 op->x = -1;
305 op->y = -1;
306 enter_exit (op, 0);
307}
308 351
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
309/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
310 * 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
311 * mode. 392 * mode.
312 */ 393 */
313 394player *
314int 395player::create ()
315add_player (client *ns)
316{ 396{
317 player *p = new player; 397 player *pl = new player;
318 398
319 p->ns = ns; 399 pl->set_object (arch_to_object (get_player_archetype (0)));
320 ns->pl = p;
321
322 p->next = first_player;
323 first_player = p;
324
325 p = get_player (p);
326
327 set_first_map (p->ob); 400 set_first_map (pl->ob);
328 401
329 CLEAR_FLAG (p->ob, FLAG_FRIENDLY);
330 add_friendly_object (p->ob);
331 send_rules (p->ob);
332 send_news (p->ob);
333 display_motd (p->ob);
334
335 get_name (p->ob);
336
337 return 0; 402 return pl;
338} 403}
339 404
340/* 405/*
341 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
342 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
367 432
368object * 433object *
369get_nearest_player (object *mon) 434get_nearest_player (object *mon)
370{ 435{
371 object *op = NULL; 436 object *op = NULL;
372 player *pl = NULL;
373 objectlink *ol; 437 objectlink *ol;
374 unsigned lastdist; 438 unsigned lastdist;
375 rv_vector rv; 439 rv_vector rv;
376 440
377 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)
409 { 473 {
410 op = ol->ob; 474 op = ol->ob;
411 lastdist = rv.distance; 475 lastdist = rv.distance;
412 } 476 }
413 } 477 }
414 for (pl = first_player; pl != NULL; pl = pl->next) 478
415 { 479 for_all_players (pl)
416 if (can_detect_enemy (mon, pl->ob, &rv)) 480 if (can_detect_enemy (mon, pl->ob, &rv))
417 {
418
419 if (lastdist > rv.distance) 481 if (lastdist > rv.distance)
420 { 482 {
421 op = pl->ob; 483 op = pl->ob;
422 lastdist = rv.distance; 484 lastdist = rv.distance;
423 } 485 }
424 } 486
425 }
426#if 0 487#if 0
427 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)");
428#endif 489#endif
429 return op; 490 return op;
430} 491}
448 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
449 * 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
450 * is probably not a good thing. 511 * is probably not a good thing.
451 */ 512 */
452#define MAX_SPACES 50 513#define MAX_SPACES 50
453
454 514
455/* 515/*
456 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
457 * 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
458 * 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
697 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
698 link_player_skills (pl); 758 link_player_skills (pl);
699} 759}
700 760
701void 761void
702get_name (object *op)
703{
704 op->contr->write_buf[0] = '\0';
705 op->contr->ns->state = ST_GET_NAME;
706 send_query (op->contr->ns, 0, "What is your name?\n:");
707}
708
709void
710get_password (object *op)
711{
712 op->contr->write_buf[0] = '\0';
713 op->contr->ns->state = ST_GET_PASSWORD;
714 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is your password?\n:");
715}
716
717void
718play_again (object *op)
719{
720 op->contr->ns->state = ST_PLAY_AGAIN;
721 op->chosen_skill = NULL;
722 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
723 /* a bit of a hack, but there are various places early in th
724 * player creation process that a user can quit (eg, roll
725 * stats) that isn't removing the player. Taking a quick
726 * look, there are many places that call play_again without
727 * removing the player - it probably makes more sense
728 * to leave it to play_again to remove the object in all
729 * cases.
730 */
731 if (!QUERY_FLAG (op, FLAG_REMOVED))
732 op->remove ();
733
734 /* Need to set this to null - otherwise, it could point to garbage,
735 * and draw() doesn't check to see if the player is removed, only if
736 * the map is null or not swapped out.
737 */
738 op->map = NULL;
739}
740
741int
742receive_play_again (object *op, char key)
743{
744 if (key == 'q' || key == 'Q')
745 {
746 remove_friendly_object (op);
747 leave (op->contr, 0); /* ericserver will draw the message */
748 return 2;
749 }
750 else if (key == 'a' || key == 'A')
751 {
752 player *pl = op->contr;
753 shstr name = op->name;
754
755 op->contr = 0;
756 op->type = 0;
757 op->destroy (1);
758 pl = get_player (pl);
759 op = pl->ob;
760 add_friendly_object (op);
761 op->contr->password[0] = '~';
762 op->name = op->name_pl = 0;
763 /* Lets put a space in here */
764 new_draw_info (NDI_UNIQUE, 0, op, "\n");
765 get_name (op);
766 op->name = op->name_pl = name;
767 set_first_map (op);
768 }
769 else
770 /* user pressed something else so just ask again... */
771 play_again (op);
772
773 return 0;
774}
775
776void
777confirm_password (object *op)
778{
779
780 op->contr->write_buf[0] = '\0';
781 op->contr->ns->state = ST_CONFIRM_PASSWORD;
782 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
783}
784
785void
786get_party_password (object *op, partylist *party) 762get_party_password (object *op, partylist *party)
787{ 763{
788 if (party == NULL) 764 if (party == NULL)
789 { 765 {
790 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);
791 return; 767 return;
792 } 768 }
769
793 op->contr->write_buf[0] = '\0'; 770 op->contr->write_buf[0] = '\0';
794 op->contr->ns->state = ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
795 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
796 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:");
797} 774}
798 775
799
800/* 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. */
801int 777static int
802roll_stat (void) 778roll_stat (void)
803{ 779{
804 int a[4], i, j, k; 780 int a[4], i, j, k;
805 781
806 for (i = 0; i < 4; i++) 782 for (i = 0; i < 4; i++)
809 for (i = 0, j = 0, k = 7; i < 4; i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
810 if (a[i] < k) 786 if (a[i] < k)
811 k = a[i], j = i; 787 k = a[i], j = i;
812 788
813 for (i = 0, k = 0; i < 4; i++) 789 for (i = 0, k = 0; i < 4; i++)
814 {
815 if (i != j) 790 if (i != j)
816 k += a[i]; 791 k += a[i];
817 } 792
818 return k; 793 return k;
819} 794}
820 795
821void 796void
822roll_stats (object *op) 797object::roll_stats ()
823{ 798{
824 int sum = 0;
825 int i = 0, j = 0;
826 int statsort[7]; 799 int statsort [7];
827 800
828 do 801 for (;;)
829 {
830 op->stats.Str = roll_stat ();
831 op->stats.Dex = roll_stat ();
832 op->stats.Int = roll_stat ();
833 op->stats.Con = roll_stat ();
834 op->stats.Wis = roll_stat ();
835 op->stats.Pow = roll_stat ();
836 op->stats.Cha = roll_stat ();
837 sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha;
838 } 802 {
839 while (sum < 82 || sum > 116); 803 int sum = 0;
804 for (int i = 7; i--; )
805 sum += statsort [i] = roll_stat ();
840 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
841 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
842 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
843 statsort[1] = op->stats.Dex;
844 statsort[2] = op->stats.Int;
845 statsort[3] = op->stats.Con;
846 statsort[4] = op->stats.Wis;
847 statsort[5] = op->stats.Pow;
848 statsort[6] = op->stats.Cha;
849 813
850 /* a quick and dirty bubblesort? */
851 do
852 {
853 if (statsort[i] < statsort[i + 1])
854 {
855 j = statsort[i];
856 statsort[i] = statsort[i + 1];
857 statsort[i + 1] = j;
858 i = 0;
859 }
860 else
861 {
862 i++;
863 }
864 }
865 while (i < 6);
866
867 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
868 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
869 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
870 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
871 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
872 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
873 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
874 821
875
876 op->contr->orig_stats.Str = op->stats.Str;
877 op->contr->orig_stats.Dex = op->stats.Dex;
878 op->contr->orig_stats.Int = op->stats.Int;
879 op->contr->orig_stats.Con = op->stats.Con;
880 op->contr->orig_stats.Wis = op->stats.Wis;
881 op->contr->orig_stats.Pow = op->stats.Pow;
882 op->contr->orig_stats.Cha = op->stats.Cha;
883
884 op->level = 1;
885 op->stats.exp = 0; 822 stats.exp = 0;
886 op->stats.ac = 0; 823 stats.ac = 0;
887 824
888 op->contr->levhp[1] = 9;
889 op->contr->levsp[1] = 6;
890 op->contr->levgrace[1] = 3;
891
892 fix_player (op);
893 op->stats.hp = op->stats.maxhp; 825 stats.hp = stats.maxhp;
894 op->stats.sp = op->stats.maxsp; 826 stats.sp = stats.maxsp;
895 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
896 op->contr->orig_stats = op->stats; 835 contr->orig_stats = stats;
836 }
897} 837}
898 838
899void 839void
900Roll_Again (object *op) 840object::swap_stats (int a, int b)
901{ 841{
902 esrv_new_player (op->contr, 0); 842 int tmp = get_attr_value (&contr->orig_stats, a);
903 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, 843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
904 "[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);
905}
906 845
907void 846 stats.Str = contr->orig_stats.Str;
908Swap_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)
909{ 878{
910 signed char tmp;
911 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
912 880
913 if (op->contr->Swap_First == -1) 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!");
916 new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,");
917 new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au");
918 return;
919 }
920
921 tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First);
922
923 set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second));
924
925 set_attr_value (&op->contr->orig_stats, Swap_Second, tmp);
926
927 sprintf (buf, "%s done\n", short_stat_name[Swap_Second]);
928 new_draw_info (NDI_UNIQUE, 0, op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
929 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
930 op->stats.Dex = op->contr->orig_stats.Dex;
931 op->stats.Con = op->contr->orig_stats.Con;
932 op->stats.Int = op->contr->orig_stats.Int;
933 op->stats.Wis = op->contr->orig_stats.Wis;
934 op->stats.Pow = op->contr->orig_stats.Pow;
935 op->stats.Cha = op->contr->orig_stats.Cha;
936 op->stats.ac = 0;
937
938 op->level = 1;
939 op->stats.exp = 0;
940 op->stats.ac = 0;
941
942 op->contr->levhp[1] = 9;
943 op->contr->levsp[1] = 6;
944 op->contr->levgrace[1] = 3;
945
946 fix_player (op);
947 op->stats.hp = op->stats.maxhp;
948 op->stats.sp = op->stats.maxsp;
949 op->stats.grace = op->stats.maxgrace;
950 op->contr->orig_stats = op->stats;
951 op->contr->Swap_First = -1;
952}
953
954
955/* This code has been greatly reduced, because with set_attr_value
956 * and get_attr_value, the stats can be accessed just numeric
957 * ids. stat_trans is a table that translate the number entered
958 * into the actual stat. It is needed because the order the stats
959 * are displayed in the stat window is not the same as how
960 * the number's access that stat. The table does that translation.
961 */
962int
963key_roll_stat (object *op, char key)
964{
965 int keynum = key - '0';
966 char buf[MAX_BUF];
967 static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA };
968
969 if (keynum > 0 && keynum <= 7)
970 {
971 if (op->contr->Swap_First == -1)
972 {
973 op->contr->Swap_First = stat_trans[keynum];
974 sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]);
975 new_draw_info (NDI_UNIQUE, 0, op, buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
976 }
977 else
978 Swap_Stat (op, stat_trans[keynum]);
979
980 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
981 return 1;
982 }
983 switch (key)
984 {
985 case 'n':
986 case 'N':
987 {
988 SET_FLAG (op, FLAG_WIZ);
989 if (op->map == NULL)
990 {
991 LOG (llevError, "Map == NULL in state 2\n");
992 break;
993 }
994
995#if 0
996 /* So that enter_exit will put us at startx/starty */
997 op->x = -1;
998
999 enter_exit (op, NULL);
1000#endif
1001 SET_ANIMATION (op, 2); /* So player faces south */
1002 /* Enter exit adds a player otherwise */
1003 add_statbonus (op);
1004 send_query (op->contr->ns, CS_QUERY_SINGLECHAR,
1005 "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
1006 op->contr->ns->state = ST_CHANGE_CLASS;
1007 if (op->msg)
1008 new_draw_info (NDI_BLUE, 0, op, op->msg);
1009 return 0;
1010 }
1011 case 'y':
1012 case 'Y':
1013 roll_stats (op);
1014 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "");
1015 return 1;
1016
1017 case 'q':
1018 case 'Q':
1019 play_again (op);
1020 return 1;
1021
1022 default:
1023 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?");
1024 return 0;
1025 }
1026 return 0;
1027} 885}
1028 886
1029/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
1030 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
1031 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
1032 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
1033 * not the class. 891 * not the class.
1034 */ 892 */
1035
1036int 893int
1037key_change_class (object *op, char key) 894key_change_class (object *op, char key)
1038{ 895{
1039 int tmp_loop; 896 int tmp_loop;
1040 897
1041 if (key == 'q' || key == 'Q')
1042 {
1043 op->remove ();
1044 play_again (op);
1045 return 0;
1046 }
1047 if (key == 'd' || key == 'D') 898 if (key == 'd' || key == 'D')
1048 { 899 {
1049 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
1050 901
1051 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
1075 start_info (op); 926 start_info (op);
1076 CLEAR_FLAG (op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1077 give_initial_items (op, op->randomitems); 928 give_initial_items (op, op->randomitems);
1078 link_player_skills (op); 929 link_player_skills (op);
1079 esrv_send_inventory (op, op); 930 esrv_send_inventory (op, op);
1080 fix_player (op); 931 op->update_stats ();
1081 932
1082 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1083 * is one for this race 934 * is one for this race
1084 */ 935 */
1085 if (*first_map_ext_path) 936 if (*first_map_ext_path)
1086 { 937 {
1087 object *tmp; 938 object *tmp;
1088 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1089 940
1090 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);
1091 tmp = object::create (); 942 tmp = object::create ();
1092 EXIT_PATH (tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1093 EXIT_X (tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1094 EXIT_Y (tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1095 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;
1096 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1097 * default initial map */ 948 * default initial map */
1098 tmp->destroy (); 949 tmp->destroy ();
1099 } 950 }
1100 else 951 else
1111 while (!tmp_loop) 962 while (!tmp_loop)
1112 { 963 {
1113 shstr name = op->name; 964 shstr name = op->name;
1114 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1115 966
1116 remove_statbonus (op); 967 op->remove_statbonus ();
1117 op->remove (); 968 op->remove ();
1118 op->arch = get_player_archetype (op->arch); 969 op->arch = get_player_archetype (op->arch);
1119 op->arch->clone.copy_to (op); 970 op->arch->clone.copy_to (op);
1120 op->instantiate (); 971 op->instantiate ();
1121 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1123 op->x = x; 974 op->x = x;
1124 op->y = y; 975 op->y = y;
1125 SET_ANIMATION (op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1126 insert_ob_in_map (op, op->map, op, 0); 977 insert_ob_in_map (op, op->map, op, 0);
1127 assign (op->contr->title, op->arch->clone.name); 978 assign (op->contr->title, op->arch->clone.name);
1128 add_statbonus (op); 979 op->add_statbonus ();
1129 tmp_loop = allowed_class (op); 980 tmp_loop = allowed_class (op);
1130 } 981 }
1131 982
1132 update_object (op, UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1133 esrv_update_item (UPD_FACE, op, op); 984 esrv_update_item (UPD_FACE, op, op);
1134 fix_player (op); 985 op->update_stats ();
1135 op->stats.hp = op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1136 op->stats.sp = op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1137 op->stats.grace = 0; 988 op->stats.grace = 0;
1138 989
1139 if (op->msg) 990 if (op->msg)
1144} 995}
1145 996
1146int 997int
1147key_confirm_quit (object *op, char key) 998key_confirm_quit (object *op, char key)
1148{ 999{
1149 char buf[MAX_BUF];
1150
1151 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1152 { 1001 {
1153 op->contr->ns->state = ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1154 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1155 return 1; 1004 return 1;
1156 } 1005 }
1157 1006
1158 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1159 INVOKE_PLAYER (QUIT, op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1160 1009
1010 op->contr->enable_save = false;
1011
1161 terminate_all_pets (op); 1012 terminate_all_pets (op);
1162 leave_map (op); 1013 op->remove ();
1163 op->direction = 0; 1014 op->direction = 0;
1164 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);
1165 1016
1166 strcpy (op->contr->killer, "quit"); 1017 strcpy (op->contr->killer, "quit");
1167 check_score (op); 1018 check_score (op);
1168 op->contr->party = NULL; 1019 op->contr->party = 0;
1169 if (settings.set_title == TRUE)
1170 op->contr->own_title[0] = '\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1171 1022
1172 if (!QUERY_FLAG (op, FLAG_WAS_WIZ))
1173 {
1174 maptile *mp, *next;
1175
1176 /* We need to hunt for any per player unique maps in memory and
1177 * get rid of them. The trailing slash in the path is intentional,
1178 * so that players named 'Ab' won't match against players 'Abe' pathname
1179 */
1180 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1181 for (mp = first_map; mp != NULL; mp = next)
1182 {
1183 next = mp->next;
1184 if (!strncmp (mp->path, buf, strlen (buf)))
1185 delete_map (mp);
1186 }
1187
1188 delete_character (op->name, 1);
1189 }
1190
1191 play_again (op);
1192 return 1; 1023 return 1;
1193} 1024}
1194 1025
1195void 1026void
1196flee_player (object *op) 1027flee_player (object *op)
1334 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1335 &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))));
1336 else 1167 else
1337 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1338 &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
1339 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1340
1341 sprintf (putstring, "...flags: ");
1342 for (k = 0; k < 4; k++)
1343 {
1344 for (j = 0; j < 32; j++)
1345 {
1346 if ((tmp->flags[k] >> j) & 0x01)
1347 {
1348 sprintf (tmpstr, "%d ", k * 32 + j);
1349 strcat (putstring, tmpstr);
1350 }
1351 }
1352 }
1353 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1354
1355#if 0
1356 /* print the flags too */
1357 for (k = 0; k < 4; k++)
1358 {
1359 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1360 for (j = 0; j < 32; j++)
1361 {
1362 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1363 if (!((j + 1) % 4))
1364 fprintf (stderr, " ");
1365 }
1366 fprintf (stderr, " [%d]\n", k * 32);
1367 }
1368#endif
1369 } 1172 }
1173
1370 /* philosophy: 1174 /* philosophy:
1371 * 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
1372 * generic. This takes no game-time. For more detailed pickups 1176 * generic. This takes no game-time. For more detailed pickups
1373 * and selections, select-items shoul dbe used. This is a 1177 * and selections, select-items should be used. This is a
1374 * 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
1375 * example. 1179 * example.
1376 * 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
1377 * 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
1378 * convert to decimal and then 'pickup <#> 1182 * convert to decimal and then 'pickup <#>
1878 return 0; 1682 return 0;
1879 } 1683 }
1880 1684
1881 arrow->set_owner (op); 1685 arrow->set_owner (op);
1882 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1883
1884 arrow->direction = dir; 1687 arrow->direction = dir;
1885 arrow->x = sx;
1886 arrow->y = sy;
1887 1688
1888 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1889 { 1690 {
1890 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1891 fix_player (op); 1692 op->update_stats ();
1892 } 1693 }
1893 1694
1894 SET_ANIMATION (arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1895 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1896 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1906 1707
1907 /* update the speed */ 1708 /* update the speed */
1908 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1909 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;
1910 1711
1911 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1912 arrow->speed = 1.0;
1913 update_ob_speed (arrow);
1914 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1915 1714
1916 if (op->type == PLAYER) 1715 if (op->type == PLAYER)
1917 { 1716 {
1918 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1931 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1932 1731
1933 if (bow->slaying) 1732 if (bow->slaying)
1934 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1935 1734
1936 arrow->map = m;
1937 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1938 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1939 1737
1940 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);
1941 insert_ob_in_map (arrow, m, op, 0); 1739 m->insert (arrow, sx, sy, op);
1942 1740
1943 if (!arrow->destroyed ()) 1741 if (!arrow->destroyed ())
1944 move_arrow (arrow); 1742 move_arrow (arrow);
1945 1743
1946 if (op->type == PLAYER) 1744 if (op->type == PLAYER)
1972 } 1770 }
1973 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)
1974 { 1772 {
1975 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1976 wcmod = -1; 1774 wcmod = -1;
1775
1977 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);
1978 } 1777 }
1979 else if (op->contr->bowtype == bow_threewide) 1778 else if (op->contr->bowtype == bow_threewide)
1980 { 1779 {
1981 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);
2051 1850
2052 if (item->arch) 1851 if (item->arch)
2053 { 1852 {
2054 CLEAR_FLAG (item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
2055 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
2056 item->speed = 0; 1855 item->set_speed (0);
2057 update_ob_speed (item);
2058 } 1856 }
1857
2059 if ((tmp = item->in_player ())) 1858 if ((tmp = item->in_player ()))
2060 esrv_update_item (UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
2061 } 1860 }
2062 } 1861 }
2063 else if (item->type == ROD || item->type == HORN) 1862 else if (item->type == ROD || item->type == HORN)
2064 {
2065 drain_rod_charge (item); 1863 drain_rod_charge (item);
2066 }
2067 } 1864 }
2068} 1865}
2069 1866
2070/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
2071 */ 1868 */
2555 2352
2556 /* 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
2557 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2558 * called, so we recheck it here. 2355 * called, so we recheck it here.
2559 */ 2356 */
2560 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2357 op->contr->ns->handle_command ();
2561 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2562 ;
2563 2358
2564 if (op->speed_left < 0) 2359 if (op->speed_left < 0)
2565 return 0; 2360 return 0;
2566 2361
2567 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2605 op->stats.hp = op->stats.maxhp; 2400 op->stats.hp = op->stats.maxhp;
2606 2401
2607 if (op->stats.food < 0) 2402 if (op->stats.food < 0)
2608 op->stats.food = 999; 2403 op->stats.food = 999;
2609 2404
2610 fix_player (op); 2405 op->update_stats ();
2611 return 1; 2406 return 1;
2612 } 2407 }
2613 2408
2614 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2615 CLEAR_FLAG (op, FLAG_LIFESAVE); 2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2627{ 2422{
2628 object *next; 2423 object *next;
2629 2424
2630 while (op) 2425 while (op)
2631 { 2426 {
2632 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' */
2633 * we remove object 'op' 2428
2634 */
2635 if (QUERY_FLAG (op, FLAG_UNPAID)) 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2636 { 2430 {
2637 op->remove ();
2638 op->x = env->x;
2639 op->y = env->y;
2640 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2641 esrv_del_item (env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2642 insert_ob_in_map (op, env->map, NULL, 0); 2433
2434 op->insert_at (env);
2643 } 2435 }
2644 else if (op->inv) 2436 else if (op->inv)
2645 remove_unpaid_objects (op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2646 2438
2647 op = next; 2439 op = next;
2648 } 2440 }
2649} 2441}
2650
2651 2442
2652/* 2443/*
2653 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2654 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2655 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2689 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2690 strcat (buf2, buf); 2481 strcat (buf2, buf);
2691 2482
2692 return buf2; 2483 return buf2;
2693} 2484}
2694
2695
2696 2485
2697void 2486void
2698do_some_living (object *op) 2487do_some_living (object *op)
2699{ 2488{
2700 int last_food = op->stats.food; 2489 int last_food = op->stats.food;
2709 const int max_grace = 1; 2498 const int max_grace = 1;
2710 2499
2711 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2712 { 2501 {
2713 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2714 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)
2715 flush_output_element (op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2716 } 2505 }
2717 2506
2718 if (op->contr->ns->state == ST_PLAYING) 2507 if (op->contr->ns->state == ST_PLAYING)
2719 { 2508 {
2720
2721 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2722 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2723 if (op->contr->gen_hp >= 0) 2511 if (op->contr->gen_hp >= 0)
2724 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2725 else 2513 else
2726 { 2514 {
2727 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2728 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2729 } 2517 }
2518
2730 if (op->contr->gen_sp >= 0) 2519 if (op->contr->gen_sp >= 0)
2731 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2732 else 2521 else
2733 { 2522 {
2734 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2735 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2736 } 2525 }
2526
2737 if (op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2738 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2739 else 2529 else
2740 { 2530 {
2741 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2757 op->stats.food += op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2758 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))
2759 op->stats.food = last_food; 2549 op->stats.food = last_food;
2760 } 2550 }
2761 } 2551 }
2552
2762 if (max_sp > 1) 2553 if (max_sp > 1)
2763 { 2554 {
2764 over_sp = (gen_sp + 10) / rate_sp; 2555 over_sp = (gen_sp + 10) / rate_sp;
2765 if (over_sp > 0) 2556 if (over_sp > 0)
2766 { 2557 {
2767 if (op->stats.sp < op->stats.maxsp) 2558 if (op->stats.sp < op->stats.maxsp)
2768 { 2559 {
2769 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2770 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))
2771 op->stats.sp--; 2563 op->stats.sp--;
2564
2772 if (op->stats.sp > op->stats.maxsp) 2565 if (op->stats.sp > op->stats.maxsp)
2773 op->stats.sp = op->stats.maxsp; 2566 op->stats.sp = op->stats.maxsp;
2774 } 2567 }
2775 op->last_sp = 0; 2568 op->last_sp = 0;
2776 } 2569 }
2777 else 2570 else
2778 {
2779 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);
2780 }
2781 } 2572 }
2782 else 2573 else
2783 {
2784 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);
2785 }
2786 } 2575 }
2787 2576
2788 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2789 /* 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. */
2790 if (--op->last_grace < 0) 2579 if (--op->last_grace < 0)
2791 { 2580 {
2792 if (op->stats.grace < op->stats.maxgrace / 2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2793 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2794 if (max_grace > 1) 2584 if (max_grace > 1)
2795 { 2585 {
2796 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2797 if (over_grace > 0) 2587 if (over_grace > 0)
2798 { 2588 {
2826 op->stats.food += op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2827 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))
2828 op->stats.food = last_food; 2618 op->stats.food = last_food;
2829 } 2619 }
2830 } 2620 }
2621
2831 if (max_hp > 1) 2622 if (max_hp > 1)
2832 { 2623 {
2833 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2834 if (over_hp > 0) 2625 if (over_hp > 0)
2835 { 2626 {
2859 2650
2860 if (op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2861 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);
2862 else 2653 else
2863 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2864 /* dms do not consume food */ 2656 /* dms do not consume food */
2865 if (!QUERY_FLAG (op, FLAG_WIZ)) 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2866 op->stats.food--; 2658 op->stats.food--;
2867 } 2659 }
2868 }
2869 2660
2870 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2871 { 2662 {
2872 object *tmp, *flesh = NULL; 2663 object *tmp, *flesh = 0;
2873 2664
2874 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2875 { 2666 {
2876 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2877 {
2878 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2879 { 2668 {
2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2880 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.");
2881 manual_apply (op, tmp, 0); 2672 manual_apply (op, tmp, 0);
2882 if (op->stats.food >= 0 || op->stats.hp < 0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2883 break; 2674 break;
2884 } 2675 }
2885 else if (tmp->type == FLESH) 2676 else if (tmp->type == FLESH)
2886 flesh = tmp; 2677 flesh = tmp;
2887 } /* End if paid for object */ 2678 } /* End if paid for object */
2888 } /* end of for loop */ 2679 } /* end of for loop */
2680
2889 /* 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
2890 * eat flesh instead. 2682 * eat flesh instead.
2891 */ 2683 */
2892 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2893 { 2685 {
2894 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.");
2895 manual_apply (op, flesh, 0); 2687 manual_apply (op, flesh, 0);
2896 } 2688 }
2897 } /* end if player is starving */ 2689 }
2898 2690
2899 while (op->stats.food < 0 && op->stats.hp > 0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2900 op->stats.food++, op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2901 2693
2902 if (!op->contr->ns->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))
2903 kill_player (op); 2695 kill_player (op);
2696 }
2904} 2697}
2905
2906
2907 2698
2908/* 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.
2909 * 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
2910 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2911 * file. 2702 * file.
2941 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!");
2942 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...");
2943 2734
2944 /* restore player */ 2735 /* restore player */
2945 at = archetype::find ("poisoning"); 2736 at = archetype::find ("poisoning");
2946 tmp = present_arch_in_ob (at, op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2947 if (tmp)
2948 { 2738 {
2949 tmp->destroy (); 2739 tmp->destroy ();
2950 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2951 } 2741 }
2952 2742
2953 at = archetype::find ("confusion"); 2743 at = archetype::find ("confusion");
2954 tmp = present_arch_in_ob (at, op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2955 if (tmp)
2956 { 2745 {
2957 tmp->destroy (); 2746 tmp->destroy ();
2958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2959 } 2748 }
2960 2749
2962 op->stats.hp = op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2963 if (op->stats.food <= 0) 2752 if (op->stats.food <= 0)
2964 op->stats.food = 999; 2753 op->stats.food = 999;
2965 2754
2966 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2967 tmp = arch_to_object (archetype::find ("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2968 if (tmp != NULL)
2969 { 2757 {
2970 sprintf (buf, "%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2971 tmp->name = buf; 2759 tmp->name = buf;
2972 sprintf (buf, " This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2973 " 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",
2974 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2975 tmp->msg = buf; 2763 tmp->msg = buf;
2976 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2977 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2978 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2979 insert_ob_in_map (tmp, op->map, op, 0);
2980 } 2767 }
2981 2768
2982 /* teleport defeated player to new destination */ 2769 /* teleport defeated player to new destination */
2983 transfer_ob (op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2984 op->contr->braced = 0; 2771 op->contr->braced = 0;
3010 op->stats.hp = op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
3011 return; 2798 return;
3012 } 2799 }
3013 sprintf (buf, "%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
3014 } 2801 }
2802
3015 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
3016 2804
3017 /* save the map location for corpse, gravestone */ 2805 /* save the map location for corpse, gravestone */
3018 x = op->x; 2806 x = op->x;
3019 y = op->y; 2807 y = op->y;
3020 map = op->map; 2808 map = op->map;
3021 2809
3022
3023 if (settings.not_permadeth == TRUE)
3024 {
3025 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
3026 * 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.
3027 * 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.
3028 */ 2813 */
3029 2814
3030 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
3031 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
3032 * of death. 2817 * of death.
3033 */ 2818 */
3034#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
3035 if (settings.balanced_stat_loss) 2820 if (settings.balanced_stat_loss)
3036 { 2821 {
3037 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
3038 /* 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
3039 more if they do. */ 2824 more if they do. */
3040 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
3041 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
3042 little bit harder. */ 2827 little bit harder. */
3043 /* GD */ 2828 /* GD */
3044 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
3045 num_stats_lose = 1; 2830 num_stats_lose = 1;
3046 else
3047 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
3048 }
3049 else 2831 else
3050 { 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
3051 num_stats_lose = 1; 2835 num_stats_lose = 1;
3052 } 2836
3053 lost_a_stat = 0; 2837 lost_a_stat = 0;
3054 2838
3055 for (z = 0; z < num_stats_lose; z++) 2839 for (z = 0; z < num_stats_lose; z++)
3056 { 2840 {
3057 i = RANDOM () % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
3058 2842
3059 if (settings.stat_loss_on_death) 2843 if (settings.stat_loss_on_death)
3060 { 2844 {
3061 /* 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
3062 * what he lost. 2846 * what he lost.
3063 */ 2847 */
3064 change_attr_value (&(op->stats), i, -1); 2848 change_attr_value (&(op->stats), i, -1);
3065 check_stat_bounds (&(op->stats)); 2849 check_stat_bounds (&(op->stats));
3066 change_attr_value (&(op->contr->orig_stats), i, -1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
3067 check_stat_bounds (&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
3068 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3069 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);
3070 } 2866 }
3071 else 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
3072 { 2869 {
3073 /* deplete a stat */ 2870 /* GD */
3074 archetype *deparch = archetype::find ("depletion"); 2871 /* Get the stat that we're about to deplete. */
3075 object *dep; 2872 this_stat = get_attr_value (&(dep->stats), i);
3076 2873 if (this_stat < 0)
3077 dep = present_arch_in_ob (deparch, op);
3078 if (!dep)
3079 { 2874 {
3080 dep = arch_to_object (deparch); 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3081 insert_ob_in_ob (dep, op); 2876 int keep_chance = this_stat * this_stat;
3082 } 2877
3083 lose_this_stat = 1; 2878 /* Yes, I am paranoid. Sue me. */
3084 if (settings.balanced_stat_loss)
3085 {
3086 /* GD */
3087 /* Get the stat that we're about to deplete. */
3088 this_stat = get_attr_value (&(dep->stats), i);
3089 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)
3090 { 2884 {
3091 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
3092 int keep_chance = this_stat * this_stat;
3093
3094 /* Yes, I am paranoid. Sue me. */
3095 if (keep_chance < 1)
3096 keep_chance = 1;
3097
3098 /* There is a maximum depletion total per level. */
3099 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
3100 {
3101 lose_this_stat = 0; 2885 lose_this_stat = 0;
3102 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
3103 retain the stat. */ 2887 retain the stat. */
3104 }
3105 else
3106 {
3107 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3108 lose_this_stat = 0;
3109 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
3110 this_stat, keep_chance, loss_chance,
3111 lose_this_stat?"LOSE":"KEEP"); */
3112 }
3113 } 2888 }
3114 }
3115
3116 if (lose_this_stat)
3117 {
3118 this_stat = get_attr_value (&(dep->stats), i);
3119 /* We could try to do something clever like find another
3120 * stat to reduce if this fails. But chances are, if
3121 * stats have been depleted to -50, all are pretty low
3122 * and should be roughly the same, so it shouldn't make a
3123 * difference.
3124 */ 2889 else
3125 if (this_stat >= -50)
3126 { 2890 {
3127 change_attr_value (&(dep->stats), i, -1); 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
3128 SET_FLAG (dep, FLAG_APPLIED);
3129 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
3130 fix_player (op);
3131 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"); */
3132 } 2896 }
3133 } 2897 }
3134 } 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 }
3135 } 2917 }
2918 }
2919 }
3136 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
3137 if (!lost_a_stat) 2921 if (!lost_a_stat)
3138 { 2922 {
3139 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
3140 Should I be using something else? GD */ 2924 Should I be using something else? GD */
3141 const char *god = determine_god (op); 2925 const char *god = determine_god (op);
3142 2926
3143 if (god && (strcmp (god, "none"))) 2927 if (god && (strcmp (god, "none")))
3144 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);
3145 else 2929 else
3146 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.");
3147 } 2931 }
3148#else 2932#else
3149 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.");
3150#endif 2934#endif
3151 2935
3152 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
3153 * exp loss on the stone. 2937 * exp loss on the stone.
3154 */ 2938 */
3155 tmp = arch_to_object (archetype::find ("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
3156 sprintf (buf, "%s's gravestone", &op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
3157 tmp->name = buf; 2941 tmp->name = buf;
3158 sprintf (buf, "%s's gravestones", &op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
3159 tmp->name_pl = buf; 2943 tmp->name_pl = buf;
3160 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);
3161 tmp->msg = buf; 2945 tmp->msg = buf;
3162 tmp->x = op->x, tmp->y = op->y; 2946 tmp->x = op->x, tmp->y = op->y;
3163 insert_ob_in_map (tmp, op->map, NULL, 0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
3164 2948
3165 /**************************************/ 2949 /**************************************/
3166 /* */ 2950 /* */
3167 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
3168 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
3169 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
3170 /* */ 2954 /* */
3171 /**************************************/ 2955 /**************************************/
3172 2956
3173 /* remove any poisoning and confusion the character may be suffering. */ 2957 /* remove any poisoning and confusion the character may be suffering. */
3174 /* restore player */ 2958 /* restore player */
3175 at = archetype::find ("poisoning"); 2959 at = archetype::find ("poisoning");
3176 tmp = present_arch_in_ob (at, op); 2960 tmp = present_arch_in_ob (at, op);
3177 2961
3178 if (tmp) 2962 if (tmp)
3179 { 2963 {
3180 tmp->destroy (); 2964 tmp->destroy ();
3181 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
3182 } 2966 }
3183 2967
3184 at = archetype::find ("confusion"); 2968 at = archetype::find ("confusion");
3185 tmp = present_arch_in_ob (at, op); 2969 tmp = present_arch_in_ob (at, op);
3186 if (tmp) 2970 if (tmp)
3187 { 2971 {
3188 tmp->destroy (); 2972 tmp->destroy ();
3189 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
3190 } 2974 }
3191 2975
3192 cure_disease (op, 0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
3193 2977
3194 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
3195 apply_death_exp_penalty (op); 2979 apply_death_exp_penalty (op);
3196 if (op->stats.food < 100) 2980 if (op->stats.food < 100)
3197 op->stats.food = 900; 2981 op->stats.food = 900;
3198 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
3199 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
3200 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
3201 2985
3202 /* 2986 /*
3203 * 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
3204 * 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
3205 * in the map. 2989 * in the map.
3206 */ 2990 */
3207 2991
3208 if (is_in_shop (op)) 2992 if (is_in_shop (op))
3209 remove_unpaid_objects (op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
3210 2994
3211 /****************************************/ 2995 /****************************************/
3212 /* */ 2996 /* */
3213 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
3214 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
3215 /* */ 2999 /* */
3216 /****************************************/ 3000 /****************************************/
3217 3001
3218 enter_player_savebed (op); 3002 enter_player_savebed (op);
3219 3003
3220 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
3221 * chance of abuse. 3005 * chance of abuse.
3222 */ 3006 */
3223 op->contr->braced = 0; 3007 op->contr->braced = 0;
3224 save_player (op, 1); 3008 op->contr->save ();
3225 3009
3226 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
3227 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
3228 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
3229 * on the space that might harm the player. 3013 * on the space that might harm the player.
3230 */ 3014 */
3231 will_kill_again = 0; 3015 will_kill_again = 0;
3232 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)
3233 if (tmp->type == SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
3234 will_kill_again |= tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
3235 3019
3236 if (will_kill_again) 3020 if (will_kill_again)
3237 { 3021 {
3238 object *force; 3022 object *force;
3239 int at; 3023 int at;
3240 3024
3241 force = get_archetype (FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
3242 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
3243 force->speed = 0.1; 3027 force->speed = 0.1;
3244 force->speed_left = -5.0; 3028 force->speed_left = -5.0;
3245 SET_FLAG (force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
3246 for (at = 0; at < NROFATTACKS; at++) 3030 for (at = 0; at < NROFATTACKS; at++)
3247 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
3248 force->resist[at] = 100; 3032 force->resist[at] = 100;
3249 3033
3250 insert_ob_in_ob (force, op); 3034 insert_ob_in_ob (force, op);
3251 fix_player (op); 3035 op->update_stats ();
3252 3036
3253 } 3037 }
3254 3038
3255 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3256 return;
3257 } /* NOT_PERMADETH */
3258 else
3259 {
3260 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
3261 * should probably be embedded in an else statement.
3262 */
3263
3264 op->contr->party = NULL;
3265 if (settings.set_title == TRUE)
3266 op->contr->own_title[0] = '\0';
3267 new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf);
3268 check_score (op);
3269
3270 if (op->contr->ranges[range_golem])
3271 {
3272 remove_friendly_object (op->contr->ranges[range_golem]);
3273 op->contr->ranges[range_golem]->destroy ();
3274 op->contr->ranges[range_golem] = 0;
3275 }
3276
3277 loot_object (op); /* Remove some of the items for good */
3278 op->remove ();
3279 op->direction = 0;
3280
3281 if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp)
3282 {
3283 delete_character (op->name, 0);
3284 if (settings.resurrection == TRUE)
3285 {
3286 /* save playerfile sans equipment when player dies
3287 ** then save it as player.pl.dead so that future resurrection
3288 ** type spells will work on them nicely
3289 */
3290 delete_character (op->name, 0);
3291 op->stats.hp = op->stats.maxhp;
3292 op->stats.food = 999;
3293
3294 /* set the location of where the person will reappear when */
3295 /* maybe resurrection code should fix map also */
3296 strcpy (op->contr->maplevel, settings.emergency_mapname);
3297 if (op->map != NULL)
3298 op->map = NULL;
3299 op->x = settings.emergency_x;
3300 op->y = settings.emergency_y;
3301 save_player (op, 0);
3302 op->map = map;
3303 /* please see resurrection.c: peterm */
3304 dead_player (op);
3305 }
3306 else
3307 delete_character (op->name, 1);
3308 }
3309
3310 play_again (op);
3311
3312 /* peterm: added to create a corpse at deathsite. */
3313 tmp = arch_to_object (archetype::find ("corpse_pl"));
3314 sprintf (buf, "%s", &op->name);
3315 tmp->name = tmp->name_pl = buf;
3316 tmp->level = op->level;
3317 tmp->x = x;
3318 tmp->y = y;
3319 tmp->msg = gravestone_text (op);
3320 SET_FLAG (tmp, FLAG_UNIQUE);
3321 insert_ob_in_map (tmp, map, NULL, 0);
3322 }
3323} 3040}
3324
3325 3041
3326void 3042void
3327loot_object (object *op) 3043loot_object (object *op)
3328{ /* Grab and destroy some treasure */ 3044{ /* Grab and destroy some treasure */
3329 object *tmp, *tmp2, *next; 3045 object *tmp, *tmp2, *next;
3330 3046
3331 if (op->container) 3047 if (op->container)
3332 { /* close open sack first */
3333 esrv_apply_container (op, op->container); 3048 esrv_apply_container (op, op->container); /* close open sack first */
3334 }
3335 3049
3336 for (tmp = op->inv; tmp != NULL; tmp = next) 3050 for (tmp = op->inv; tmp; tmp = next)
3337 { 3051 {
3338 next = tmp->below; 3052 next = tmp->below;
3053
3339 if (tmp->invisible) 3054 if (tmp->invisible)
3340 continue; 3055 continue;
3056
3341 tmp->remove (); 3057 tmp->remove ();
3342 tmp->x = op->x, tmp->y = op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3343 if (tmp->type == CONTAINER) 3059 if (tmp->type == CONTAINER)
3344 { /* empty container to ground */ 3060 { /* empty container to ground */
3345 loot_object (tmp); 3061 loot_object (tmp);
3367 */ 3083 */
3368 3084
3369void 3085void
3370fix_weight (void) 3086fix_weight (void)
3371{ 3087{
3372 player *pl; 3088 for_all_players (pl)
3373
3374 for (pl = first_player; pl != NULL; pl = pl->next)
3375 { 3089 {
3376 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3377 3091
3378 if (old == sum) 3092 if (old == sum)
3379 continue; 3093 continue;
3380 fix_player (pl->ob); 3094 pl->ob->update_stats ();
3381 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);
3382 } 3096 }
3383} 3097}
3384 3098
3385void 3099void
3386fix_luck (void) 3100fix_luck (void)
3387{ 3101{
3388 player *pl; 3102 for_all_players (pl)
3389
3390 for (pl = first_player; pl != NULL; pl = pl->next)
3391 if (!pl->ob->contr->ns->state) 3103 if (!pl->ob->contr->ns->state)
3392 change_luck (pl->ob, 0); 3104 pl->ob->change_luck (0);
3393} 3105}
3394
3395 3106
3396/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3397 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3398 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3399 */ 3110 */
3400
3401void 3111void
3402cast_dust (object *op, object *throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3403{ 3113{
3404 object *skop, *spob; 3114 object *skop, *spob;
3405 3115
3614 if (pl->type != PLAYER) 3324 if (pl->type != PLAYER)
3615 { 3325 {
3616 LOG (llevError, "player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3617 return -1; 3327 return -1;
3618 } 3328 }
3329
3619 if (!pl || !op) 3330 if (!pl || !op)
3620 return 0; 3331 return 0;
3621 3332
3622 if (op->head)
3623 {
3624 op = op->head; 3333 op = op->head_ ();
3625 } 3334
3626 get_rangevector (pl, op, &rv, 0x1); 3335 get_rangevector (pl, op, &rv, 0x1);
3627 3336
3628 /* starting with the 'head' part, lets loop 3337 /* starting with the 'head' part, lets loop
3629 * through the object and find if it has any 3338 * through the object and find if it has any
3630 * part that is in the los array but isnt on 3339 * part that is in the los array but isnt on
3760 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3761 return; 3470 return;
3762 3471
3763 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++);
3764 3473
3765 if (tr == NULL || tr->item == NULL) 3474 if (!tr || !tr->item)
3766 { 3475 {
3767 /* 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]); */
3768 return; 3477 return;
3769 } 3478 }
3770 3479

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