1 | /* |
1 | /* |
2 | * static char *rcsid_player_c = |
2 | * static char *rcsid_player_c = |
3 | * "$Id: player.C,v 1.10 2006/08/29 07:54:38 root Exp $"; |
3 | * "$Id: player.C,v 1.11 2006/08/29 08:01:37 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
86 | int comp; |
86 | int comp; |
87 | int size; |
87 | int size; |
88 | |
88 | |
89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
89 | sprintf(buf, "%s/%s", settings.confdir, settings.motd); |
90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
90 | if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { |
91 | return; |
91 | return; |
92 | } |
92 | } |
93 | motd[0]='\0'; |
93 | motd[0]='\0'; |
94 | size=0; |
94 | size=0; |
95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
95 | while (fgets(buf, MAX_BUF, fp) != NULL) { |
96 | if( *buf == '#') |
96 | if( *buf == '#') |
97 | continue; |
97 | continue; |
98 | strncat(motd+size,buf,HUGE_BUF-size); |
98 | strncat(motd+size,buf,HUGE_BUF-size); |
99 | size+=strlen(buf); |
99 | size+=strlen(buf); |
100 | } |
100 | } |
101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
101 | draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
102 | close_and_delete(fp, comp); |
102 | close_and_delete(fp, comp); |
… | |
… | |
181 | int playername_ok(const char *cp) { |
181 | int playername_ok(const char *cp) { |
182 | /* Don't allow - or _ as first character in the name */ |
182 | /* Don't allow - or _ as first character in the name */ |
183 | if (*cp == '-' || *cp == '_') return 0; |
183 | if (*cp == '-' || *cp == '_') return 0; |
184 | |
184 | |
185 | for(;*cp!='\0';cp++) |
185 | for(;*cp!='\0';cp++) |
186 | if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
186 | if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') |
187 | return 0; |
187 | return 0; |
188 | return 1; |
188 | return 1; |
189 | } |
189 | } |
190 | |
190 | |
191 | /* This no longer sets the player map. Also, it now updates |
191 | /* This no longer sets the player map. Also, it now updates |
192 | * all the pointers so the caller doesn't need to do that. |
192 | * all the pointers so the caller doesn't need to do that. |
… | |
… | |
202 | static player* get_player(player *p) { |
202 | static player* get_player(player *p) { |
203 | object *op=arch_to_object(get_player_archetype(NULL)); |
203 | object *op=arch_to_object(get_player_archetype(NULL)); |
204 | int i; |
204 | int i; |
205 | |
205 | |
206 | if (!p) { |
206 | if (!p) { |
207 | p = (player *) malloc(sizeof(player)); |
207 | p = (player *) malloc(sizeof(player)); |
208 | if(p==NULL) |
208 | if(p==NULL) |
209 | fatal(OUT_OF_MEMORY); |
209 | fatal(OUT_OF_MEMORY); |
210 | |
210 | |
211 | /* This adds the player in the linked list. There is extra |
211 | /* This adds the player in the linked list. There is extra |
212 | * complexity here because we want to add the new player at the |
212 | * complexity here because we want to add the new player at the |
213 | * end of the list - there is in fact no compelling reason that |
213 | * end of the list - there is in fact no compelling reason that |
214 | * that needs to be done except for things like output of |
214 | * that needs to be done except for things like output of |
215 | * 'who'. |
215 | * 'who'. |
216 | */ |
216 | */ |
217 | player *tmp = first_player; |
217 | player *tmp = first_player; |
218 | while(tmp!=NULL&&tmp->next!=NULL) |
218 | while(tmp!=NULL&&tmp->next!=NULL) |
219 | tmp=tmp->next; |
219 | tmp=tmp->next; |
220 | if(tmp!=NULL) |
220 | if(tmp!=NULL) |
221 | tmp->next=p; |
221 | tmp->next=p; |
222 | else |
222 | else |
223 | first_player=p; |
223 | first_player=p; |
224 | |
224 | |
225 | p->next = NULL; |
225 | p->next = NULL; |
226 | } |
226 | } |
227 | |
227 | |
228 | /* Clears basically the entire player structure except |
228 | /* Clears basically the entire player structure except |
229 | * for next and socket. |
229 | * for next and socket. |
230 | */ |
230 | */ |
… | |
… | |
268 | p->usekeys=containers; |
268 | p->usekeys=containers; |
269 | p->last_weapon_sp= -1; |
269 | p->last_weapon_sp= -1; |
270 | p->peaceful=1; /* default peaceful */ |
270 | p->peaceful=1; /* default peaceful */ |
271 | p->do_los=1; |
271 | p->do_los=1; |
272 | p->explore=0; |
272 | p->explore=0; |
273 | p->no_shout=0; /* default can shout */ |
273 | p->no_shout=0; /* default can shout */ |
274 | |
274 | |
275 | strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); |
275 | strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); |
276 | p->title[sizeof(p->title)-1] = '\0'; |
276 | p->title[sizeof(p->title)-1] = '\0'; |
277 | op->race = add_string (op->arch->clone.race); |
277 | op->race = add_string (op->arch->clone.race); |
278 | |
278 | |
… | |
… | |
282 | * if a player quits and starts a new character, we wont |
282 | * if a player quits and starts a new character, we wont |
283 | * send new values to the client, as things like exp start |
283 | * send new values to the client, as things like exp start |
284 | * at zero. |
284 | * at zero. |
285 | */ |
285 | */ |
286 | for (i=0; i < NUM_SKILLS; i++) { |
286 | for (i=0; i < NUM_SKILLS; i++) { |
287 | p->last_skill_exp[i] = -1; |
287 | p->last_skill_exp[i] = -1; |
288 | p->last_skill_ob[i] = NULL; |
288 | p->last_skill_ob[i] = NULL; |
289 | } |
289 | } |
290 | for (i=0; i < NROFATTACKS; i++) { |
290 | for (i=0; i < NROFATTACKS; i++) { |
291 | p->last_resist[i] = -1; |
291 | p->last_resist[i] = -1; |
292 | } |
292 | } |
293 | p->last_stats.exp = -1; |
293 | p->last_stats.exp = -1; |
294 | p->last_weight = (uint32)-1; |
294 | p->last_weight = (uint32)-1; |
295 | |
295 | |
296 | p->socket.update_look=0; |
296 | p->socket.update_look=0; |
… | |
… | |
318 | |
318 | |
319 | p=get_player(NULL); |
319 | p=get_player(NULL); |
320 | p->socket = *ns; |
320 | p->socket = *ns; |
321 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
321 | p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
322 | if(p->socket.faces_sent == NULL) |
322 | if(p->socket.faces_sent == NULL) |
323 | fatal(OUT_OF_MEMORY); |
323 | fatal(OUT_OF_MEMORY); |
324 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
324 | memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); |
325 | /* Needed because the socket we just copied over needs to be cleared. |
325 | /* Needed because the socket we just copied over needs to be cleared. |
326 | * Note that this can result in a client reset if there is partial data |
326 | * Note that this can result in a client reset if there is partial data |
327 | * on the uncoming socket. |
327 | * on the uncoming socket. |
328 | */ |
328 | */ |
… | |
… | |
345 | */ |
345 | */ |
346 | archetype *get_player_archetype(archetype* at) |
346 | archetype *get_player_archetype(archetype* at) |
347 | { |
347 | { |
348 | archetype *start = at; |
348 | archetype *start = at; |
349 | for (;;) { |
349 | for (;;) { |
350 | if (at==NULL || at->next==NULL) |
350 | if (at==NULL || at->next==NULL) |
351 | at=first_archetype; |
351 | at=first_archetype; |
352 | else |
352 | else |
353 | at=at->next; |
353 | at=at->next; |
354 | if(at->clone.type==PLAYER) |
354 | if(at->clone.type==PLAYER) |
355 | return at; |
355 | return at; |
356 | if (at == start) { |
356 | if (at == start) { |
357 | LOG (llevError, "No Player archetypes\n"); |
357 | LOG (llevError, "No Player archetypes\n"); |
358 | exit (-1); |
358 | exit (-1); |
359 | } |
359 | } |
360 | } |
360 | } |
361 | } |
361 | } |
362 | |
362 | |
363 | |
363 | |
364 | object *get_nearest_player(object *mon) { |
364 | object *get_nearest_player(object *mon) { |
… | |
… | |
367 | objectlink *ol; |
367 | objectlink *ol; |
368 | unsigned lastdist; |
368 | unsigned lastdist; |
369 | rv_vector rv; |
369 | rv_vector rv; |
370 | |
370 | |
371 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
371 | for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { |
372 | /* We should not find free objects on this friendly list, but it |
372 | /* We should not find free objects on this friendly list, but it |
373 | * does periodically happen. Given that, lets deal with it. |
373 | * does periodically happen. Given that, lets deal with it. |
374 | * While unlikely, it is possible the next object on the friendly |
374 | * While unlikely, it is possible the next object on the friendly |
375 | * list is also free, so encapsulate this in a while loop. |
375 | * list is also free, so encapsulate this in a while loop. |
376 | */ |
376 | */ |
377 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
377 | while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { |
378 | object *tmp=ol->ob; |
378 | object *tmp=ol->ob; |
379 | |
379 | |
380 | /* Can't do much more other than log the fact, because the object |
380 | /* Can't do much more other than log the fact, because the object |
381 | * itself will have been cleared. |
381 | * itself will have been cleared. |
382 | */ |
382 | */ |
383 | LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
383 | LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); |
384 | ol = ol->next; |
384 | ol = ol->next; |
385 | remove_friendly_object(tmp); |
385 | remove_friendly_object(tmp); |
386 | if (!ol) return op; |
386 | if (!ol) return op; |
387 | } |
387 | } |
388 | |
388 | |
389 | /* Remove special check for player from this. First, it looks to cause |
389 | /* Remove special check for player from this. First, it looks to cause |
390 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
390 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
391 | * complicated method of state checking would be needed in any case - |
391 | * complicated method of state checking would be needed in any case - |
392 | * as it was, a clever player could type quit, and the function would |
392 | * as it was, a clever player could type quit, and the function would |
393 | * skip them over while waiting for confirmation. Remove |
393 | * skip them over while waiting for confirmation. Remove |
394 | * on_same_map check, as can_detect_enemy also does this |
394 | * on_same_map check, as can_detect_enemy also does this |
395 | */ |
395 | */ |
396 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
396 | if (!can_detect_enemy(mon,ol->ob,&rv)) |
397 | continue; |
397 | continue; |
398 | |
398 | |
399 | if(lastdist>rv.distance) { |
399 | if(lastdist>rv.distance) { |
400 | op=ol->ob; |
400 | op=ol->ob; |
401 | lastdist=rv.distance; |
401 | lastdist=rv.distance; |
402 | } |
402 | } |
403 | } |
403 | } |
404 | for (pl=first_player; pl != NULL; pl=pl->next) { |
404 | for (pl=first_player; pl != NULL; pl=pl->next) { |
405 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
405 | if (can_detect_enemy(mon, pl->ob,&rv)) { |
406 | |
406 | |
407 | if(lastdist>rv.distance) { |
407 | if(lastdist>rv.distance) { |
408 | op=pl->ob; |
408 | op=pl->ob; |
409 | lastdist=rv.distance; |
409 | lastdist=rv.distance; |
410 | } |
410 | } |
411 | } |
411 | } |
412 | } |
412 | } |
413 | #if 0 |
413 | #if 0 |
414 | LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); |
414 | LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); |
415 | #endif |
415 | #endif |
416 | return op; |
416 | return op; |
… | |
… | |
477 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
477 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
478 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
478 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
479 | /* If we can't solve it within the search distance, return now. */ |
479 | /* If we can't solve it within the search distance, return now. */ |
480 | if (diff>max) return 0; |
480 | if (diff>max) return 0; |
481 | while (diff >1 && max>0) { |
481 | while (diff >1 && max>0) { |
482 | lastx = x; |
482 | lastx = x; |
483 | lasty = y; |
483 | lasty = y; |
484 | lastmap = m; |
484 | lastmap = m; |
485 | x = lastx + freearr_x[dir]; |
485 | x = lastx + freearr_x[dir]; |
486 | y = lasty + freearr_y[dir]; |
486 | y = lasty + freearr_y[dir]; |
487 | |
487 | |
488 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
488 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
489 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
489 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); |
490 | |
490 | |
491 | /* Space is blocked - try changing direction a little */ |
491 | /* Space is blocked - try changing direction a little */ |
492 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) |
492 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) |
493 | && (m == mon->map && blocked_link(mon, m, x, y)))) { |
493 | && (m == mon->map && blocked_link(mon, m, x, y)))) { |
494 | /* recalculate direction from last good location. Possible |
494 | /* recalculate direction from last good location. Possible |
495 | * we were not traversing ideal location before. |
495 | * we were not traversing ideal location before. |
496 | */ |
496 | */ |
497 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
497 | get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); |
498 | if (rv.direction != dir) { |
498 | if (rv.direction != dir) { |
499 | /* OK - says direction should be different - lets reset the |
499 | /* OK - says direction should be different - lets reset the |
500 | * the values so it will try again. |
500 | * the values so it will try again. |
501 | */ |
501 | */ |
502 | x = lastx; |
502 | x = lastx; |
503 | y = lasty; |
503 | y = lasty; |
504 | m = lastmap; |
504 | m = lastmap; |
505 | dir = firstdir = rv.direction; |
505 | dir = firstdir = rv.direction; |
506 | } else { |
506 | } else { |
507 | /* direct path is blocked - try taking a side step to |
507 | /* direct path is blocked - try taking a side step to |
508 | * either the left or right. |
508 | * either the left or right. |
509 | * Note increase the values in the loop below to be |
509 | * Note increase the values in the loop below to be |
510 | * more than -1/1 respectively will mean the monster takes |
510 | * more than -1/1 respectively will mean the monster takes |
511 | * bigger detour. Have to be careful about these values getting |
511 | * bigger detour. Have to be careful about these values getting |
512 | * too big (3 or maybe 4 or higher) as the monster may just try |
512 | * too big (3 or maybe 4 or higher) as the monster may just try |
513 | * stepping back and forth |
513 | * stepping back and forth |
514 | */ |
514 | */ |
515 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
515 | for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { |
516 | if (i==0) continue; /* already did this, so skip it */ |
516 | if (i==0) continue; /* already did this, so skip it */ |
517 | /* Use lastdir here - otherwise, |
517 | /* Use lastdir here - otherwise, |
518 | * since the direction that the creature should move in |
518 | * since the direction that the creature should move in |
519 | * may change, you could get infinite loops. |
519 | * may change, you could get infinite loops. |
520 | * ie, player is northwest, but monster can only |
520 | * ie, player is northwest, but monster can only |
521 | * move west, so it does that. It goes some distance, |
521 | * move west, so it does that. It goes some distance, |
522 | * gets blocked, finds that it should move north, |
522 | * gets blocked, finds that it should move north, |
523 | * can't do that, but now finds it can move east, and |
523 | * can't do that, but now finds it can move east, and |
524 | * gets back to its original point. lastdir contains |
524 | * gets back to its original point. lastdir contains |
525 | * the last direction the creature has successfully |
525 | * the last direction the creature has successfully |
526 | * moved. |
526 | * moved. |
527 | */ |
527 | */ |
528 | |
528 | |
529 | x = lastx + freearr_x[absdir(lastdir+i)]; |
529 | x = lastx + freearr_x[absdir(lastdir+i)]; |
530 | y = lasty + freearr_y[absdir(lastdir+i)]; |
530 | y = lasty + freearr_y[absdir(lastdir+i)]; |
531 | m = lastmap; |
531 | m = lastmap; |
532 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
532 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
533 | if (mflags & P_OUT_OF_MAP) continue; |
533 | if (mflags & P_OUT_OF_MAP) continue; |
534 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
534 | blocked = GET_MAP_MOVE_BLOCK(m, x, y); |
535 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
535 | if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; |
536 | if (mflags & P_BLOCKSVIEW) continue; |
536 | if (mflags & P_BLOCKSVIEW) continue; |
537 | |
537 | |
538 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
538 | if (m == mon->map && blocked_link(mon, m, x, y)) break; |
539 | } |
539 | } |
540 | /* go through entire loop without finding a valid |
540 | /* go through entire loop without finding a valid |
541 | * sidestep to take - thus, no valid path. |
541 | * sidestep to take - thus, no valid path. |
542 | */ |
542 | */ |
543 | if (i==(DETOUR_AMOUNT+1)) |
543 | if (i==(DETOUR_AMOUNT+1)) |
544 | return 0; |
544 | return 0; |
545 | diff--; |
545 | diff--; |
546 | lastdir=dir; |
546 | lastdir=dir; |
547 | max--; |
547 | max--; |
548 | if (!firstdir) firstdir = dir+i; |
548 | if (!firstdir) firstdir = dir+i; |
549 | } /* else check alternate directions */ |
549 | } /* else check alternate directions */ |
550 | } /* if blocked */ |
550 | } /* if blocked */ |
551 | else { |
551 | else { |
552 | /* we moved towards creature, so diff is less */ |
552 | /* we moved towards creature, so diff is less */ |
553 | diff--; |
553 | diff--; |
554 | max--; |
554 | max--; |
555 | lastdir=dir; |
555 | lastdir=dir; |
556 | if (!firstdir) firstdir = dir; |
556 | if (!firstdir) firstdir = dir; |
557 | } |
557 | } |
558 | if (diff<=1) { |
558 | if (diff<=1) { |
559 | /* Recalculate diff (distance) because we may not have actually |
559 | /* Recalculate diff (distance) because we may not have actually |
560 | * headed toward player for entire distance. |
560 | * headed toward player for entire distance. |
561 | */ |
561 | */ |
562 | get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
562 | get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); |
563 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
563 | diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); |
564 | } |
564 | } |
565 | if (diff>max) return 0; |
565 | if (diff>max) return 0; |
566 | } |
566 | } |
567 | /* If we reached the max, didn't find a direction in time */ |
567 | /* If we reached the max, didn't find a direction in time */ |
568 | if (!max) return 0; |
568 | if (!max) return 0; |
569 | |
569 | |
570 | return firstdir; |
570 | return firstdir; |
… | |
… | |
572 | |
572 | |
573 | void give_initial_items(object *pl,treasurelist *items) { |
573 | void give_initial_items(object *pl,treasurelist *items) { |
574 | object *op,*next=NULL; |
574 | object *op,*next=NULL; |
575 | |
575 | |
576 | if(pl->randomitems!=NULL) |
576 | if(pl->randomitems!=NULL) |
577 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
577 | create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); |
578 | |
578 | |
579 | for (op=pl->inv; op; op=next) { |
579 | for (op=pl->inv; op; op=next) { |
580 | next = op->below; |
580 | next = op->below; |
581 | |
581 | |
582 | /* Forces get applied per default, unless they have the |
582 | /* Forces get applied per default, unless they have the |
583 | * flag "neutral" set. Sorry but I can't think of a better way |
583 | * flag "neutral" set. Sorry but I can't think of a better way |
584 | */ |
584 | */ |
585 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
585 | if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) |
586 | SET_FLAG(op,FLAG_APPLIED); |
586 | SET_FLAG(op,FLAG_APPLIED); |
587 | |
587 | |
588 | /* we never give weapons/armour if these cannot be used |
588 | /* we never give weapons/armour if these cannot be used |
589 | * by this player due to race restrictions |
589 | * by this player due to race restrictions |
590 | */ |
590 | */ |
591 | if (pl->type == PLAYER) { |
591 | if (pl->type == PLAYER) { |
592 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
592 | if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && |
593 | (op->type == ARMOUR || op->type == BOOTS || |
593 | (op->type == ARMOUR || op->type == BOOTS || |
594 | op->type == CLOAK || op->type == HELMET || |
594 | op->type == CLOAK || op->type == HELMET || |
595 | op->type == SHIELD || op->type == GLOVES || |
595 | op->type == SHIELD || op->type == GLOVES || |
596 | op->type == BRACERS || op->type == GIRDLE)) || |
596 | op->type == BRACERS || op->type == GIRDLE)) || |
597 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
597 | (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { |
598 | remove_ob (op); |
598 | remove_ob (op); |
599 | free_object (op); |
599 | free_object (op); |
600 | continue; |
600 | continue; |
601 | } |
601 | } |
602 | } |
602 | } |
603 | |
603 | |
604 | /* This really needs to be better - we should really give |
604 | /* This really needs to be better - we should really give |
605 | * a substitute spellbook. The problem is that we don't really |
605 | * a substitute spellbook. The problem is that we don't really |
606 | * have a good idea what to replace it with (need something like |
606 | * have a good idea what to replace it with (need something like |
607 | * a first level treasurelist for each skill.) |
607 | * a first level treasurelist for each skill.) |
608 | * remove duplicate skills also |
608 | * remove duplicate skills also |
609 | */ |
609 | */ |
610 | if(op->type==SPELLBOOK || op->type == SKILL) { |
610 | if(op->type==SPELLBOOK || op->type == SKILL) { |
611 | object *tmp; |
611 | object *tmp; |
612 | |
612 | |
613 | for (tmp=op->below; tmp; tmp=tmp->below) |
613 | for (tmp=op->below; tmp; tmp=tmp->below) |
614 | if (tmp->type == op->type && tmp->name == op->name) break; |
614 | if (tmp->type == op->type && tmp->name == op->name) break; |
615 | |
615 | |
616 | if (tmp) { |
616 | if (tmp) { |
617 | remove_ob(op); |
617 | remove_ob(op); |
618 | free_object(op); |
618 | free_object(op); |
619 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
619 | LOG(llevError,"give_initial_items: Removing duplicate object %s\n", |
620 | tmp->name); |
620 | tmp->name); |
621 | continue; |
621 | continue; |
622 | } |
622 | } |
623 | if (op->nrof > 1) op->nrof = 1; |
623 | if (op->nrof > 1) op->nrof = 1; |
624 | } |
624 | } |
625 | |
625 | |
626 | if (op->type == SPELLBOOK && op->inv) { |
626 | if (op->type == SPELLBOOK && op->inv) { |
627 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
627 | CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); |
628 | } |
628 | } |
629 | |
629 | |
630 | /* Give starting characters identified, uncursed, and undamned |
630 | /* Give starting characters identified, uncursed, and undamned |
631 | * items. Just don't identify gold or silver, or it won't be |
631 | * items. Just don't identify gold or silver, or it won't be |
632 | * merged properly. |
632 | * merged properly. |
633 | */ |
633 | */ |
634 | if (need_identify(op)) { |
634 | if (need_identify(op)) { |
635 | SET_FLAG(op, FLAG_IDENTIFIED); |
635 | SET_FLAG(op, FLAG_IDENTIFIED); |
636 | CLEAR_FLAG(op, FLAG_CURSED); |
636 | CLEAR_FLAG(op, FLAG_CURSED); |
637 | CLEAR_FLAG(op, FLAG_DAMNED); |
637 | CLEAR_FLAG(op, FLAG_DAMNED); |
638 | } |
638 | } |
639 | if(op->type==SPELL) { |
639 | if(op->type==SPELL) { |
640 | remove_ob(op); |
640 | remove_ob(op); |
641 | free_object(op); |
641 | free_object(op); |
642 | continue; |
642 | continue; |
643 | } |
643 | } |
644 | else if(op->type==SKILL) { |
644 | else if(op->type==SKILL) { |
645 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
645 | SET_FLAG(op, FLAG_CAN_USE_SKILL); |
646 | op->stats.exp = 0; |
646 | op->stats.exp = 0; |
647 | op->level = 1; |
647 | op->level = 1; |
648 | } |
648 | } |
649 | /* lock all 'normal items by default */ |
649 | /* lock all 'normal items by default */ |
650 | else SET_FLAG(op, FLAG_INV_LOCKED); |
650 | else SET_FLAG(op, FLAG_INV_LOCKED); |
651 | } /* for loop of objects in player inv */ |
651 | } /* for loop of objects in player inv */ |
652 | |
652 | |
653 | /* Need to set up the skill pointers */ |
653 | /* Need to set up the skill pointers */ |
654 | link_player_skills(pl); |
654 | link_player_skills(pl); |
655 | } |
655 | } |
… | |
… | |
678 | * removing the player - it probably makes more sense |
678 | * removing the player - it probably makes more sense |
679 | * to leave it to play_again to remove the object in all |
679 | * to leave it to play_again to remove the object in all |
680 | * cases. |
680 | * cases. |
681 | */ |
681 | */ |
682 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
682 | if (!QUERY_FLAG(op, FLAG_REMOVED)) |
683 | remove_ob(op); |
683 | remove_ob(op); |
684 | /* Need to set this to null - otherwise, it could point to garbage, |
684 | /* Need to set this to null - otherwise, it could point to garbage, |
685 | * and draw() doesn't check to see if the player is removed, only if |
685 | * and draw() doesn't check to see if the player is removed, only if |
686 | * the map is null or not swapped out. |
686 | * the map is null or not swapped out. |
687 | */ |
687 | */ |
688 | op->map = NULL; |
688 | op->map = NULL; |
… | |
… | |
690 | |
690 | |
691 | |
691 | |
692 | int receive_play_again(object *op, char key) |
692 | int receive_play_again(object *op, char key) |
693 | { |
693 | { |
694 | if(key=='q'||key=='Q') { |
694 | if(key=='q'||key=='Q') { |
695 | remove_friendly_object(op); |
695 | remove_friendly_object(op); |
696 | leave(op->contr,0); /* ericserver will draw the message */ |
696 | leave(op->contr,0); /* ericserver will draw the message */ |
697 | return 2; |
697 | return 2; |
698 | } |
698 | } |
699 | else if(key=='a'||key=='A') { |
699 | else if(key=='a'||key=='A') { |
700 | player *pl = op->contr; |
700 | player *pl = op->contr; |
701 | const char *name = op->name; |
701 | const char *name = op->name; |
702 | |
702 | |
703 | add_refcount(name); |
703 | add_refcount(name); |
704 | remove_friendly_object(op); |
704 | remove_friendly_object(op); |
705 | free_object(op); |
705 | free_object(op); |
706 | pl = get_player(pl); |
706 | pl = get_player(pl); |
707 | op = pl->ob; |
707 | op = pl->ob; |
708 | add_friendly_object(op); |
708 | add_friendly_object(op); |
709 | op->contr->password[0]='~'; |
709 | op->contr->password[0]='~'; |
710 | FREE_AND_CLEAR_STR(op->name); |
710 | FREE_AND_CLEAR_STR(op->name); |
711 | FREE_AND_CLEAR_STR(op->name_pl); |
711 | FREE_AND_CLEAR_STR(op->name_pl); |
712 | |
712 | |
713 | /* Lets put a space in here */ |
713 | /* Lets put a space in here */ |
714 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
714 | new_draw_info(NDI_UNIQUE, 0, op, "\n"); |
715 | get_name(op); |
715 | get_name(op); |
716 | op->name = name; /* Alrady added a refcount above */ |
716 | op->name = name; /* Alrady added a refcount above */ |
717 | op->name_pl = add_string(name); |
717 | op->name_pl = add_string(name); |
718 | set_first_map(op); |
718 | set_first_map(op); |
719 | } else { |
719 | } else { |
720 | /* user pressed something else so just ask again... */ |
720 | /* user pressed something else so just ask again... */ |
721 | play_again(op); |
721 | play_again(op); |
722 | } |
722 | } |
723 | return 0; |
723 | return 0; |
724 | } |
724 | } |
725 | |
725 | |
726 | void confirm_password(object *op) { |
726 | void confirm_password(object *op) { |
… | |
… | |
730 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
730 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
731 | } |
731 | } |
732 | |
732 | |
733 | void get_party_password(object *op, partylist *party) { |
733 | void get_party_password(object *op, partylist *party) { |
734 | if (party == NULL) { |
734 | if (party == NULL) { |
735 | LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); |
735 | LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); |
736 | return; |
736 | return; |
737 | } |
737 | } |
738 | op->contr->write_buf[0]='\0'; |
738 | op->contr->write_buf[0]='\0'; |
739 | op->contr->state=ST_GET_PARTY_PASSWORD; |
739 | op->contr->state=ST_GET_PARTY_PASSWORD; |
740 | op->contr->party_to_join = party; |
740 | op->contr->party_to_join = party; |
741 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
741 | send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
… | |
… | |
745 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
745 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
746 | int roll_stat(void) { |
746 | int roll_stat(void) { |
747 | int a[4],i,j,k; |
747 | int a[4],i,j,k; |
748 | |
748 | |
749 | for(i=0;i<4;i++) |
749 | for(i=0;i<4;i++) |
750 | a[i]=(int)RANDOM()%6+1; |
750 | a[i]=(int)RANDOM()%6+1; |
751 | |
751 | |
752 | for(i=0,j=0,k=7;i<4;i++) |
752 | for(i=0,j=0,k=7;i<4;i++) |
753 | if(a[i]<k) |
753 | if(a[i]<k) |
754 | k=a[i],j=i; |
754 | k=a[i],j=i; |
755 | |
755 | |
756 | for(i=0,k=0;i<4;i++) { |
756 | for(i=0,k=0;i<4;i++) { |
757 | if(i!=j) |
757 | if(i!=j) |
758 | k+=a[i]; |
758 | k+=a[i]; |
759 | } |
759 | } |
760 | return k; |
760 | return k; |
761 | } |
761 | } |
762 | |
762 | |
763 | void roll_stats(object *op) { |
763 | void roll_stats(object *op) { |
764 | int sum=0; |
764 | int sum=0; |
765 | int i = 0, j = 0; |
765 | int i = 0, j = 0; |
766 | int statsort[7]; |
766 | int statsort[7]; |
767 | |
767 | |
768 | do { |
768 | do { |
769 | op->stats.Str=roll_stat(); |
769 | op->stats.Str=roll_stat(); |
770 | op->stats.Dex=roll_stat(); |
770 | op->stats.Dex=roll_stat(); |
771 | op->stats.Int=roll_stat(); |
771 | op->stats.Int=roll_stat(); |
772 | op->stats.Con=roll_stat(); |
772 | op->stats.Con=roll_stat(); |
773 | op->stats.Wis=roll_stat(); |
773 | op->stats.Wis=roll_stat(); |
774 | op->stats.Pow=roll_stat(); |
774 | op->stats.Pow=roll_stat(); |
775 | op->stats.Cha=roll_stat(); |
775 | op->stats.Cha=roll_stat(); |
776 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
776 | sum=op->stats.Str+op->stats.Dex+op->stats.Int+ |
777 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
777 | op->stats.Con+op->stats.Wis+op->stats.Pow+ |
778 | op->stats.Cha; |
778 | op->stats.Cha; |
779 | } while(sum<82||sum>116); |
779 | } while(sum<82||sum>116); |
780 | |
780 | |
781 | /* Sort the stats so that rerolling is easier... */ |
781 | /* Sort the stats so that rerolling is easier... */ |
782 | statsort[0] = op->stats.Str; |
782 | statsort[0] = op->stats.Str; |
783 | statsort[1] = op->stats.Dex; |
783 | statsort[1] = op->stats.Dex; |
… | |
… | |
787 | statsort[5] = op->stats.Pow; |
787 | statsort[5] = op->stats.Pow; |
788 | statsort[6] = op->stats.Cha; |
788 | statsort[6] = op->stats.Cha; |
789 | |
789 | |
790 | /* a quick and dirty bubblesort? */ |
790 | /* a quick and dirty bubblesort? */ |
791 | do { |
791 | do { |
792 | if (statsort[i] < statsort[i + 1]) { |
792 | if (statsort[i] < statsort[i + 1]) { |
793 | j = statsort[i]; |
793 | j = statsort[i]; |
794 | statsort[i] = statsort[i + 1]; |
794 | statsort[i] = statsort[i + 1]; |
795 | statsort[i + 1] = j; |
795 | statsort[i + 1] = j; |
796 | i = 0; |
796 | i = 0; |
797 | } else { |
797 | } else { |
798 | i++; |
798 | i++; |
799 | } |
799 | } |
800 | } while (i < 6); |
800 | } while (i < 6); |
801 | |
801 | |
802 | op->stats.Str = statsort[0]; |
802 | op->stats.Str = statsort[0]; |
803 | op->stats.Dex = statsort[1]; |
803 | op->stats.Dex = statsort[1]; |
804 | op->stats.Con = statsort[2]; |
804 | op->stats.Con = statsort[2]; |
… | |
… | |
841 | { |
841 | { |
842 | signed char tmp; |
842 | signed char tmp; |
843 | char buf[MAX_BUF]; |
843 | char buf[MAX_BUF]; |
844 | |
844 | |
845 | if ( op->contr->Swap_First == -1 ) { |
845 | if ( op->contr->Swap_First == -1 ) { |
846 | new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
846 | new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!"); |
847 | new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); |
847 | new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,"); |
848 | new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
848 | new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au"); |
849 | return; |
849 | return; |
850 | } |
850 | } |
851 | |
851 | |
852 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
852 | tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); |
853 | |
853 | |
854 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
854 | set_attr_value(&op->contr->orig_stats, op->contr->Swap_First, |
855 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
855 | get_attr_value(&op->contr->orig_stats, Swap_Second)); |
856 | |
856 | |
857 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
857 | set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); |
858 | |
858 | |
859 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
859 | sprintf(buf,"%s done\n", short_stat_name[Swap_Second]); |
860 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
860 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
… | |
… | |
896 | int keynum = key -'0'; |
896 | int keynum = key -'0'; |
897 | char buf[MAX_BUF]; |
897 | char buf[MAX_BUF]; |
898 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
898 | static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA}; |
899 | |
899 | |
900 | if (keynum>0 && keynum<=7) { |
900 | if (keynum>0 && keynum<=7) { |
901 | if (op->contr->Swap_First==-1) { |
901 | if (op->contr->Swap_First==-1) { |
902 | op->contr->Swap_First=stat_trans[keynum]; |
902 | op->contr->Swap_First=stat_trans[keynum]; |
903 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
903 | sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]); |
904 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
904 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
905 | } |
905 | } |
906 | else |
906 | else |
907 | Swap_Stat(op,stat_trans[keynum]); |
907 | Swap_Stat(op,stat_trans[keynum]); |
908 | |
908 | |
909 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
909 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
910 | return 1; |
910 | return 1; |
911 | } |
911 | } |
912 | switch (key) { |
912 | switch (key) { |
913 | case 'n': |
913 | case 'n': |
914 | case 'N': { |
914 | case 'N': { |
915 | SET_FLAG(op, FLAG_WIZ); |
915 | SET_FLAG(op, FLAG_WIZ); |
916 | if(op->map==NULL) { |
916 | if(op->map==NULL) { |
917 | LOG(llevError,"Map == NULL in state 2\n"); |
917 | LOG(llevError,"Map == NULL in state 2\n"); |
918 | break; |
918 | break; |
919 | } |
919 | } |
920 | |
920 | |
921 | #if 0 |
921 | #if 0 |
922 | /* So that enter_exit will put us at startx/starty */ |
922 | /* So that enter_exit will put us at startx/starty */ |
923 | op->x= -1; |
923 | op->x= -1; |
924 | |
924 | |
925 | enter_exit(op,NULL); |
925 | enter_exit(op,NULL); |
926 | #endif |
926 | #endif |
927 | SET_ANIMATION(op, 2); /* So player faces south */ |
927 | SET_ANIMATION(op, 2); /* So player faces south */ |
928 | /* Enter exit adds a player otherwise */ |
928 | /* Enter exit adds a player otherwise */ |
929 | add_statbonus(op); |
929 | add_statbonus(op); |
930 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
930 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
931 | op->contr->state = ST_CHANGE_CLASS; |
931 | op->contr->state = ST_CHANGE_CLASS; |
932 | if (op->msg) |
932 | if (op->msg) |
933 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
933 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
934 | return 0; |
934 | return 0; |
935 | } |
935 | } |
936 | case 'y': |
936 | case 'y': |
937 | case 'Y': |
937 | case 'Y': |
938 | roll_stats(op); |
938 | roll_stats(op); |
939 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
939 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,""); |
940 | return 1; |
940 | return 1; |
941 | |
941 | |
942 | case 'q': |
942 | case 'q': |
943 | case 'Q': |
943 | case 'Q': |
944 | play_again(op); |
944 | play_again(op); |
945 | return 1; |
945 | return 1; |
946 | |
946 | |
947 | default: |
947 | default: |
948 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
948 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); |
949 | return 0; |
949 | return 0; |
950 | } |
950 | } |
951 | return 0; |
951 | return 0; |
952 | } |
952 | } |
953 | |
953 | |
954 | /* This function takes the key that is passed, and does the |
954 | /* This function takes the key that is passed, and does the |
… | |
… | |
966 | remove_ob(op); |
966 | remove_ob(op); |
967 | play_again(op); |
967 | play_again(op); |
968 | return 0; |
968 | return 0; |
969 | } |
969 | } |
970 | if(key=='d'||key=='D') { |
970 | if(key=='d'||key=='D') { |
971 | char buf[MAX_BUF]; |
971 | char buf[MAX_BUF]; |
972 | |
972 | |
973 | /* this must before then initial items are given */ |
973 | /* this must before then initial items are given */ |
974 | esrv_new_player(op->contr, op->weight+op->carrying); |
974 | esrv_new_player(op->contr, op->weight+op->carrying); |
975 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
975 | create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0); |
976 | |
976 | |
977 | INVOKE_PLAYER (BIRTH, op->contr); |
977 | INVOKE_PLAYER (BIRTH, op->contr); |
978 | INVOKE_PLAYER (LOGIN, op->contr); |
978 | INVOKE_PLAYER (LOGIN, op->contr); |
979 | |
979 | |
980 | op->contr->state=ST_PLAYING; |
980 | op->contr->state=ST_PLAYING; |
981 | |
981 | |
982 | if (op->msg) { |
982 | if (op->msg) { |
983 | free_string(op->msg); |
983 | free_string(op->msg); |
984 | op->msg=NULL; |
984 | op->msg=NULL; |
985 | } |
985 | } |
986 | |
986 | |
987 | /* We create this now because some of the unique maps will need it |
987 | /* We create this now because some of the unique maps will need it |
988 | * to save here. |
988 | * to save here. |
989 | */ |
989 | */ |
990 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); |
990 | sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); |
991 | make_path_to_file(buf); |
991 | make_path_to_file(buf); |
992 | |
992 | |
993 | #ifdef AUTOSAVE |
993 | #ifdef AUTOSAVE |
994 | op->contr->last_save_tick = pticks; |
994 | op->contr->last_save_tick = pticks; |
995 | #endif |
995 | #endif |
996 | start_info(op); |
996 | start_info(op); |
997 | CLEAR_FLAG(op, FLAG_WIZ); |
997 | CLEAR_FLAG(op, FLAG_WIZ); |
998 | give_initial_items(op,op->randomitems); |
998 | give_initial_items(op,op->randomitems); |
999 | link_player_skills(op); |
999 | link_player_skills(op); |
1000 | esrv_send_inventory(op, op); |
1000 | esrv_send_inventory(op, op); |
1001 | fix_player(op); |
1001 | fix_player(op); |
1002 | |
1002 | |
1003 | /* This moves the player to a different start map, if there |
1003 | /* This moves the player to a different start map, if there |
1004 | * is one for this race |
1004 | * is one for this race |
1005 | */ |
1005 | */ |
1006 | if(*first_map_ext_path) { |
1006 | if(*first_map_ext_path) { |
… | |
… | |
1018 | * default initial map */ |
1018 | * default initial map */ |
1019 | free_object(tmp); |
1019 | free_object(tmp); |
1020 | } else { |
1020 | } else { |
1021 | LOG(llevDebug,"first_map_ext_path not set\n"); |
1021 | LOG(llevDebug,"first_map_ext_path not set\n"); |
1022 | } |
1022 | } |
1023 | return 0; |
1023 | return 0; |
1024 | } |
1024 | } |
1025 | |
1025 | |
1026 | /* Following actually changes the race - this is the default command |
1026 | /* Following actually changes the race - this is the default command |
1027 | * if we don't match with one of the options above. |
1027 | * if we don't match with one of the options above. |
1028 | */ |
1028 | */ |
1029 | |
1029 | |
1030 | tmp_loop = 0; |
1030 | tmp_loop = 0; |
1031 | while(!tmp_loop) { |
1031 | while(!tmp_loop) { |
1032 | const char *name = add_string (op->name); |
1032 | const char *name = add_string (op->name); |
1033 | int x = op->x, y = op->y; |
1033 | int x = op->x, y = op->y; |
1034 | remove_statbonus(op); |
1034 | remove_statbonus(op); |
1035 | remove_ob (op); |
1035 | remove_ob (op); |
1036 | op->arch = get_player_archetype(op->arch); |
1036 | op->arch = get_player_archetype(op->arch); |
1037 | copy_object (&op->arch->clone, op); |
1037 | copy_object (&op->arch->clone, op); |
1038 | op->instantiate (); |
1038 | op->instantiate (); |
1039 | op->stats = op->contr->orig_stats; |
1039 | op->stats = op->contr->orig_stats; |
1040 | free_string (op->name); |
1040 | free_string (op->name); |
1041 | op->name = name; |
1041 | op->name = name; |
1042 | free_string(op->name_pl); |
1042 | free_string(op->name_pl); |
1043 | op->name_pl = add_string(name); |
1043 | op->name_pl = add_string(name); |
1044 | op->x = x; |
1044 | op->x = x; |
1045 | op->y = y; |
1045 | op->y = y; |
1046 | SET_ANIMATION(op, 2); /* So player faces south */ |
1046 | SET_ANIMATION(op, 2); /* So player faces south */ |
1047 | insert_ob_in_map (op, op->map, op,0); |
1047 | insert_ob_in_map (op, op->map, op,0); |
1048 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
1048 | strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); |
1049 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
1049 | op->contr->title[sizeof(op->contr->title)-1] = '\0'; |
1050 | add_statbonus(op); |
1050 | add_statbonus(op); |
1051 | tmp_loop=allowed_class(op); |
1051 | tmp_loop=allowed_class(op); |
1052 | |
1052 | |
1053 | if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO |
1053 | if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO |
1054 | } |
1054 | } |
1055 | update_object(op,UP_OBJ_FACE); |
1055 | update_object(op,UP_OBJ_FACE); |
1056 | esrv_update_item(UPD_FACE,op,op); |
1056 | esrv_update_item(UPD_FACE,op,op); |
1057 | fix_player(op); |
1057 | fix_player(op); |
1058 | op->stats.hp=op->stats.maxhp; |
1058 | op->stats.hp=op->stats.maxhp; |
1059 | op->stats.sp=op->stats.maxsp; |
1059 | op->stats.sp=op->stats.maxsp; |
1060 | op->stats.grace=0; |
1060 | op->stats.grace=0; |
1061 | if (op->msg) |
1061 | if (op->msg) |
1062 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
1062 | new_draw_info(NDI_BLUE, 0, op, op->msg); |
1063 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); |
1063 | send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); |
1064 | return 0; |
1064 | return 0; |
1065 | } |
1065 | } |
1066 | |
1066 | |
1067 | int key_confirm_quit(object *op, char key) |
1067 | int key_confirm_quit(object *op, char key) |
1068 | { |
1068 | { |
1069 | char buf[MAX_BUF]; |
1069 | char buf[MAX_BUF]; |
1070 | |
1070 | |
1071 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
1071 | if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { |
1072 | op->contr->state=ST_PLAYING; |
1072 | op->contr->state=ST_PLAYING; |
1073 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
1073 | new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); |
1074 | return 1; |
1074 | return 1; |
1075 | } |
1075 | } |
1076 | |
1076 | |
1077 | INVOKE_PLAYER (LOGOUT, op->contr); |
1077 | INVOKE_PLAYER (LOGOUT, op->contr); |
1078 | INVOKE_PLAYER (QUIT , op->contr); |
1078 | INVOKE_PLAYER (QUIT , op->contr); |
1079 | |
1079 | |
1080 | terminate_all_pets(op); |
1080 | terminate_all_pets(op); |
1081 | leave_map(op); |
1081 | leave_map(op); |
1082 | op->direction=0; |
1082 | op->direction=0; |
1083 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
1083 | new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, |
1084 | "%s quits the game.",op->name); |
1084 | "%s quits the game.",op->name); |
1085 | |
1085 | |
1086 | strcpy(op->contr->killer,"quit"); |
1086 | strcpy(op->contr->killer,"quit"); |
1087 | check_score(op); |
1087 | check_score(op); |
1088 | op->contr->party=NULL; |
1088 | op->contr->party=NULL; |
1089 | if (settings.set_title == TRUE) |
1089 | if (settings.set_title == TRUE) |
1090 | op->contr->own_title[0]='\0'; |
1090 | op->contr->own_title[0]='\0'; |
1091 | |
1091 | |
1092 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1092 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1093 | mapstruct *mp, *next; |
1093 | mapstruct *mp, *next; |
1094 | |
1094 | |
1095 | /* We need to hunt for any per player unique maps in memory and |
1095 | /* We need to hunt for any per player unique maps in memory and |
1096 | * get rid of them. The trailing slash in the path is intentional, |
1096 | * get rid of them. The trailing slash in the path is intentional, |
1097 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1097 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1098 | */ |
1098 | */ |
1099 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); |
1099 | sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); |
1100 | for (mp=first_map; mp!=NULL; mp=next) { |
1100 | for (mp=first_map; mp!=NULL; mp=next) { |
1101 | next = mp->next; |
1101 | next = mp->next; |
1102 | if (!strncmp(mp->path, buf, strlen(buf))) |
1102 | if (!strncmp(mp->path, buf, strlen(buf))) |
1103 | delete_map(mp); |
1103 | delete_map(mp); |
1104 | } |
1104 | } |
1105 | |
1105 | |
1106 | delete_character(op->name, 1); |
1106 | delete_character(op->name, 1); |
1107 | } |
1107 | } |
1108 | play_again(op); |
1108 | play_again(op); |
1109 | return 1; |
1109 | return 1; |
1110 | } |
1110 | } |
1111 | |
1111 | |
1112 | void flee_player(object *op) { |
1112 | void flee_player(object *op) { |
1113 | int dir,diff; |
1113 | int dir,diff; |
1114 | rv_vector rv; |
1114 | rv_vector rv; |
1115 | |
1115 | |
1116 | if(op->stats.hp < 0) { |
1116 | if(op->stats.hp < 0) { |
1117 | LOG(llevDebug, "Fleeing player is dead.\n"); |
1117 | LOG(llevDebug, "Fleeing player is dead.\n"); |
1118 | CLEAR_FLAG(op, FLAG_SCARED); |
1118 | CLEAR_FLAG(op, FLAG_SCARED); |
1119 | return; |
1119 | return; |
1120 | } |
1120 | } |
1121 | |
1121 | |
1122 | if(op->enemy==NULL) { |
1122 | if(op->enemy==NULL) { |
1123 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
1123 | LOG(llevDebug,"Fleeing player had no enemy.\n"); |
1124 | CLEAR_FLAG(op, FLAG_SCARED); |
1124 | CLEAR_FLAG(op, FLAG_SCARED); |
1125 | return; |
1125 | return; |
1126 | } |
1126 | } |
1127 | |
1127 | |
1128 | /* Seen some crashes here. Since we don't store an |
1128 | /* Seen some crashes here. Since we don't store an |
1129 | * op->enemy_count, it is possible that something destroys the |
1129 | * op->enemy_count, it is possible that something destroys the |
1130 | * actual enemy, and the object is recycled. |
1130 | * actual enemy, and the object is recycled. |
1131 | */ |
1131 | */ |
1132 | if (op->enemy->map == NULL) { |
1132 | if (op->enemy->map == NULL) { |
1133 | CLEAR_FLAG(op, FLAG_SCARED); |
1133 | CLEAR_FLAG(op, FLAG_SCARED); |
1134 | op->enemy=NULL; |
1134 | op->enemy=NULL; |
1135 | return; |
1135 | return; |
1136 | } |
1136 | } |
1137 | |
1137 | |
1138 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
1138 | if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { |
1139 | op->enemy=NULL; |
1139 | op->enemy=NULL; |
1140 | CLEAR_FLAG(op, FLAG_SCARED); |
1140 | CLEAR_FLAG(op, FLAG_SCARED); |
1141 | return; |
1141 | return; |
1142 | } |
1142 | } |
1143 | get_rangevector(op, op->enemy, &rv, 0); |
1143 | get_rangevector(op, op->enemy, &rv, 0); |
1144 | |
1144 | |
1145 | dir=absdir(4+rv.direction); |
1145 | dir=absdir(4+rv.direction); |
1146 | for(diff=0;diff<3;diff++) { |
1146 | for(diff=0;diff<3;diff++) { |
1147 | int m=1-(RANDOM()&2); |
1147 | int m=1-(RANDOM()&2); |
1148 | if(move_ob(op,absdir(dir+diff*m),op)|| |
1148 | if(move_ob(op,absdir(dir+diff*m),op)|| |
1149 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
1149 | (diff==0 && move_ob(op,absdir(dir-diff*m),op))) { |
1150 | return; |
1150 | return; |
1151 | } |
1151 | } |
1152 | } |
1152 | } |
1153 | /* Cornered, get rid of scared */ |
1153 | /* Cornered, get rid of scared */ |
1154 | CLEAR_FLAG(op, FLAG_SCARED); |
1154 | CLEAR_FLAG(op, FLAG_SCARED); |
1155 | op->enemy=NULL; |
1155 | op->enemy=NULL; |
1156 | } |
1156 | } |
… | |
… | |
1200 | continue; |
1200 | continue; |
1201 | } |
1201 | } |
1202 | |
1202 | |
1203 | /* high not bit set? We're using the old autopickup model */ |
1203 | /* high not bit set? We're using the old autopickup model */ |
1204 | if(!(op->contr->mode & PU_NEWMODE)) { |
1204 | if(!(op->contr->mode & PU_NEWMODE)) { |
1205 | switch (op->contr->mode) { |
1205 | switch (op->contr->mode) { |
1206 | case 0: return 1; /* don't pick up */ |
1206 | case 0: return 1; /* don't pick up */ |
1207 | case 1: pick_up (op, tmp); |
1207 | case 1: pick_up (op, tmp); |
1208 | return 1; |
1208 | return 1; |
1209 | case 2: pick_up (op, tmp); |
1209 | case 2: pick_up (op, tmp); |
1210 | return 0; |
1210 | return 0; |
1211 | case 3: return 0; /* stop before pickup */ |
1211 | case 3: return 0; /* stop before pickup */ |
1212 | case 4: pick_up (op, tmp); |
1212 | case 4: pick_up (op, tmp); |
1213 | break; |
1213 | break; |
1214 | case 5: pick_up (op, tmp); |
1214 | case 5: pick_up (op, tmp); |
1215 | stop = 1; |
1215 | stop = 1; |
1216 | break; |
1216 | break; |
1217 | case 6: |
1217 | case 6: |
1218 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
1218 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && |
1219 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1219 | ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1220 | pick_up(op, tmp); |
1220 | pick_up(op, tmp); |
1221 | break; |
1221 | break; |
1222 | |
1222 | |
1223 | case 7: |
1223 | case 7: |
1224 | if (tmp->type == MONEY || tmp->type == GEM) |
1224 | if (tmp->type == MONEY || tmp->type == GEM) |
1225 | pick_up(op, tmp); |
1225 | pick_up(op, tmp); |
1226 | break; |
1226 | break; |
1227 | |
1227 | |
1228 | default: |
1228 | default: |
1229 | /* use value density */ |
1229 | /* use value density */ |
1230 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
1230 | if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) |
1231 | && (query_cost (tmp, op, F_TRUE) * 100 |
1231 | && (query_cost (tmp, op, F_TRUE) * 100 |
1232 | / (tmp->weight * MAX (tmp->nrof, 1))) |
1232 | / (tmp->weight * MAX (tmp->nrof, 1))) |
1233 | >= op->contr->mode) |
1233 | >= op->contr->mode) |
1234 | pick_up(op,tmp); |
1234 | pick_up(op,tmp); |
1235 | } |
1235 | } |
1236 | } |
1236 | } |
1237 | else { /* old model */ |
1237 | else { /* old model */ |
1238 | /* NEW pickup handling */ |
1238 | /* NEW pickup handling */ |
1239 | if(op->contr->mode & PU_DEBUG) |
1239 | if(op->contr->mode & PU_DEBUG) |
1240 | { |
1240 | { |
1241 | /* some debugging code to figure out item information */ |
1241 | /* some debugging code to figure out item information */ |
1242 | if(tmp->name!=NULL) |
1242 | if(tmp->name!=NULL) |
1243 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1243 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1244 | tmp->name, tmp->type, |
1244 | tmp->name, tmp->type, |
1245 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1245 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1246 | else |
1246 | else |
1247 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1247 | sprintf(putstring,"item name: %s item type: %d weight/value: %d", |
1248 | tmp->arch->name, tmp->type, |
1248 | tmp->arch->name, tmp->type, |
1249 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1249 | (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1250 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1250 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1251 | |
1251 | |
1252 | sprintf(putstring,"...flags: "); |
1252 | sprintf(putstring,"...flags: "); |
1253 | for(k=0;k<4;k++) |
1253 | for(k=0;k<4;k++) |
1254 | { |
1254 | { |
1255 | for(j=0;j<32;j++) |
1255 | for(j=0;j<32;j++) |
1256 | { |
1256 | { |
1257 | if((tmp->flags[k]>>j)&0x01) |
1257 | if((tmp->flags[k]>>j)&0x01) |
1258 | { |
1258 | { |
1259 | sprintf(tmpstr,"%d ",k*32+j); |
1259 | sprintf(tmpstr,"%d ",k*32+j); |
1260 | strcat(putstring, tmpstr); |
1260 | strcat(putstring, tmpstr); |
1261 | } |
1261 | } |
1262 | } |
1262 | } |
1263 | } |
1263 | } |
1264 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1264 | new_draw_info(NDI_UNIQUE, 0,op,putstring); |
1265 | |
1265 | |
1266 | #if 0 |
1266 | #if 0 |
1267 | /* print the flags too */ |
1267 | /* print the flags too */ |
1268 | for(k=0;k<4;k++) |
1268 | for(k=0;k<4;k++) |
1269 | { |
1269 | { |
1270 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
1270 | fprintf(stderr,"%d [%d] ", k, k*32+31); |
1271 | for(j=0;j<32;j++) |
1271 | for(j=0;j<32;j++) |
1272 | { |
1272 | { |
1273 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
1273 | fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); |
1274 | if(!((j+1)%4))fprintf(stderr," "); |
1274 | if(!((j+1)%4))fprintf(stderr," "); |
1275 | } |
1275 | } |
1276 | fprintf(stderr," [%d]\n", k*32); |
1276 | fprintf(stderr," [%d]\n", k*32); |
1277 | } |
1277 | } |
1278 | #endif |
1278 | #endif |
1279 | } |
1279 | } |
1280 | /* philosophy: |
1280 | /* philosophy: |
1281 | * It's easy to grab an item type from a pile, as long as it's |
1281 | * It's easy to grab an item type from a pile, as long as it's |
1282 | * generic. This takes no game-time. For more detailed pickups |
1282 | * generic. This takes no game-time. For more detailed pickups |
… | |
… | |
1314 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
1314 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; |
1315 | |
1315 | |
1316 | /* all food and drink if desired */ |
1316 | /* all food and drink if desired */ |
1317 | /* question: don't pick up known-poisonous stuff? */ |
1317 | /* question: don't pick up known-poisonous stuff? */ |
1318 | if(op->contr->mode & PU_FOOD) |
1318 | if(op->contr->mode & PU_FOOD) |
1319 | if (tmp->type == FOOD) |
1319 | if (tmp->type == FOOD) |
1320 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
1320 | { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } |
1321 | if(op->contr->mode & PU_DRINK) |
1321 | if(op->contr->mode & PU_DRINK) |
1322 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
1322 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) |
1323 | { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
1323 | { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } |
1324 | |
1324 | |
1325 | if(op->contr->mode & PU_POTION) |
1325 | if(op->contr->mode & PU_POTION) |
1326 | if (tmp->type == POTION) |
1326 | if (tmp->type == POTION) |
1327 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
1327 | { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } |
1328 | |
1328 | |
1329 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1329 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1330 | if(op->contr->mode & PU_SPELLBOOK) |
1330 | if(op->contr->mode & PU_SPELLBOOK) |
1331 | if (tmp->type == SPELLBOOK) |
1331 | if (tmp->type == SPELLBOOK) |
1332 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
1332 | { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } |
1333 | if(op->contr->mode & PU_SKILLSCROLL) |
1333 | if(op->contr->mode & PU_SKILLSCROLL) |
1334 | if (tmp->type == SKILLSCROLL) |
1334 | if (tmp->type == SKILLSCROLL) |
1335 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
1335 | { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } |
1336 | if(op->contr->mode & PU_READABLES) |
1336 | if(op->contr->mode & PU_READABLES) |
1337 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1337 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1338 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
1338 | { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } |
1339 | |
1339 | |
1340 | /* wands/staves/rods/horns */ |
1340 | /* wands/staves/rods/horns */ |
1341 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1341 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1342 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1342 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1343 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
1343 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } |
1344 | |
1344 | |
1345 | /* pick up all magical items */ |
1345 | /* pick up all magical items */ |
1346 | if(op->contr->mode & PU_MAGICAL) |
1346 | if(op->contr->mode & PU_MAGICAL) |
1347 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1347 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) |
1348 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
1348 | { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } |
1349 | |
1349 | |
1350 | if(op->contr->mode & PU_VALUABLES) |
1350 | if(op->contr->mode & PU_VALUABLES) |
1351 | { |
1351 | { |
1352 | if (tmp->type == MONEY || tmp->type == GEM) |
1352 | if (tmp->type == MONEY || tmp->type == GEM) |
1353 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
1353 | { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } |
1354 | } |
1354 | } |
1355 | |
1355 | |
1356 | /* rings & amulets - talismans seems to be typed AMULET */ |
1356 | /* rings & amulets - talismans seems to be typed AMULET */ |
1357 | if(op->contr->mode & PU_JEWELS) |
1357 | if(op->contr->mode & PU_JEWELS) |
1358 | if (tmp->type == RING || tmp->type == AMULET) |
1358 | if (tmp->type == RING || tmp->type == AMULET) |
1359 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
1359 | { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } |
1360 | |
1360 | |
1361 | /* bows and arrows. Bows are good for selling! */ |
1361 | /* bows and arrows. Bows are good for selling! */ |
1362 | if(op->contr->mode & PU_BOW) |
1362 | if(op->contr->mode & PU_BOW) |
1363 | if (tmp->type == BOW) |
1363 | if (tmp->type == BOW) |
1364 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
1364 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } |
1365 | if(op->contr->mode & PU_ARROW) |
1365 | if(op->contr->mode & PU_ARROW) |
1366 | if (tmp->type == ARROW) |
1366 | if (tmp->type == ARROW) |
1367 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
1367 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } |
1368 | |
1368 | |
1369 | /* all kinds of armor etc. */ |
1369 | /* all kinds of armor etc. */ |
1370 | if(op->contr->mode & PU_ARMOUR) |
1370 | if(op->contr->mode & PU_ARMOUR) |
1371 | if (tmp->type == ARMOUR) |
1371 | if (tmp->type == ARMOUR) |
1372 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
1372 | { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } |
1373 | if(op->contr->mode & PU_HELMET) |
1373 | if(op->contr->mode & PU_HELMET) |
1374 | if (tmp->type == HELMET) |
1374 | if (tmp->type == HELMET) |
1375 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
1375 | { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } |
1376 | if(op->contr->mode & PU_SHIELD) |
1376 | if(op->contr->mode & PU_SHIELD) |
1377 | if (tmp->type == SHIELD) |
1377 | if (tmp->type == SHIELD) |
1378 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
1378 | { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } |
1379 | if(op->contr->mode & PU_BOOTS) |
1379 | if(op->contr->mode & PU_BOOTS) |
1380 | if (tmp->type == BOOTS) |
1380 | if (tmp->type == BOOTS) |
1381 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
1381 | { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } |
1382 | if(op->contr->mode & PU_GLOVES) |
1382 | if(op->contr->mode & PU_GLOVES) |
1383 | if (tmp->type == GLOVES) |
1383 | if (tmp->type == GLOVES) |
1384 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1384 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1385 | if(op->contr->mode & PU_CLOAK) |
1385 | if(op->contr->mode & PU_CLOAK) |
1386 | if (tmp->type == CLOAK) |
1386 | if (tmp->type == CLOAK) |
1387 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1387 | { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } |
1388 | |
1388 | |
1389 | /* hoping to catch throwing daggers here */ |
1389 | /* hoping to catch throwing daggers here */ |
1390 | if(op->contr->mode & PU_MISSILEWEAPON) |
1390 | if(op->contr->mode & PU_MISSILEWEAPON) |
1391 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
1391 | if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) |
1392 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
1392 | { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } |
1393 | |
1393 | |
1394 | /* careful: chairs and tables are weapons! */ |
1394 | /* careful: chairs and tables are weapons! */ |
1395 | if(op->contr->mode & PU_ALLWEAPON) |
1395 | if(op->contr->mode & PU_ALLWEAPON) |
1396 | { |
1396 | { |
1397 | if(tmp->type == WEAPON && tmp->name!=NULL) |
1397 | if(tmp->type == WEAPON && tmp->name!=NULL) |
1398 | { |
1398 | { |
1399 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
1399 | if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && |
1400 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
1400 | strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) |
1401 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1401 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1402 | } |
1402 | } |
1403 | if(tmp->type == WEAPON && tmp->name==NULL) |
1403 | if(tmp->type == WEAPON && tmp->name==NULL) |
1404 | { |
1404 | { |
1405 | if(strstr(tmp->arch->name,"table")==NULL && |
1405 | if(strstr(tmp->arch->name,"table")==NULL && |
1406 | strstr(tmp->arch->name,"chair")==NULL) |
1406 | strstr(tmp->arch->name,"chair")==NULL) |
1407 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1407 | { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } |
1408 | } |
1408 | } |
1409 | } |
1409 | } |
1410 | |
1410 | |
1411 | /* misc stuff that's useful */ |
1411 | /* misc stuff that's useful */ |
1412 | if(op->contr->mode & PU_KEY) |
1412 | if(op->contr->mode & PU_KEY) |
1413 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1413 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1414 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
1414 | { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } |
1415 | |
1415 | |
1416 | /* any of the last 4 bits set means we use the ratio for value |
1416 | /* any of the last 4 bits set means we use the ratio for value |
1417 | * pickups */ |
1417 | * pickups */ |
1418 | if(op->contr->mode & PU_RATIO) |
1418 | if(op->contr->mode & PU_RATIO) |
1419 | { |
1419 | { |
1420 | /* use value density to decide what else to grab */ |
1420 | /* use value density to decide what else to grab */ |
1421 | /* >=7 was >= op->contr->mode */ |
1421 | /* >=7 was >= op->contr->mode */ |
1422 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1422 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1423 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1423 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1424 | wvratio=(op->contr->mode & PU_RATIO) * 5; |
1424 | wvratio=(op->contr->mode & PU_RATIO) * 5; |
1425 | if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
1425 | if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) |
1426 | { |
1426 | { |
1427 | pick_up(op, tmp); |
1427 | pick_up(op, tmp); |
1428 | #if 0 |
1428 | #if 0 |
1429 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
1429 | fprintf(stderr,"HIGH WEIGHT/VALUE ["); |
1430 | if(tmp->name!=NULL) { |
1430 | if(tmp->name!=NULL) { |
1431 | fprintf(stderr,"%s", tmp->name); |
1431 | fprintf(stderr,"%s", tmp->name); |
1432 | } |
1432 | } |
1433 | else fprintf(stderr,"%s",tmp->arch->name); |
1433 | else fprintf(stderr,"%s",tmp->arch->name); |
1434 | fprintf(stderr,",%d] = ", tmp->type); |
1434 | fprintf(stderr,",%d] = ", tmp->type); |
1435 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1435 | fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); |
1436 | #endif |
1436 | #endif |
1437 | continue; |
1437 | continue; |
1438 | } |
1438 | } |
1439 | } |
1439 | } |
1440 | } /* the new pickup model */ |
1440 | } /* the new pickup model */ |
1441 | } |
1441 | } |
1442 | return ! stop; |
1442 | return ! stop; |
1443 | } |
1443 | } |
… | |
… | |
1450 | object *find_arrow(object *op, const char *type) |
1450 | object *find_arrow(object *op, const char *type) |
1451 | { |
1451 | { |
1452 | object *tmp = NULL; |
1452 | object *tmp = NULL; |
1453 | |
1453 | |
1454 | for(op=op->inv; op; op=op->below) |
1454 | for(op=op->inv; op; op=op->below) |
1455 | if(!tmp && op->type==CONTAINER && op->race==type && |
1455 | if(!tmp && op->type==CONTAINER && op->race==type && |
1456 | QUERY_FLAG(op,FLAG_APPLIED)) |
1456 | QUERY_FLAG(op,FLAG_APPLIED)) |
1457 | tmp = find_arrow (op, type); |
1457 | tmp = find_arrow (op, type); |
1458 | else if (op->type==ARROW && op->race==type) |
1458 | else if (op->type==ARROW && op->race==type) |
1459 | return op; |
1459 | return op; |
1460 | return tmp; |
1460 | return tmp; |
1461 | } |
1461 | } |
1462 | |
1462 | |
1463 | /* |
1463 | /* |
1464 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1464 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
… | |
… | |
1471 | { |
1471 | { |
1472 | object *tmp = NULL, *arrow, *ntmp; |
1472 | object *tmp = NULL, *arrow, *ntmp; |
1473 | int attacknum, attacktype, betterby=0, i; |
1473 | int attacknum, attacktype, betterby=0, i; |
1474 | |
1474 | |
1475 | if (!type) |
1475 | if (!type) |
1476 | return NULL; |
1476 | return NULL; |
1477 | |
1477 | |
1478 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1478 | for (arrow=op->inv; arrow; arrow=arrow->below) { |
1479 | if (arrow->type==CONTAINER && arrow->race==type && |
1479 | if (arrow->type==CONTAINER && arrow->race==type && |
1480 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1480 | QUERY_FLAG(arrow, FLAG_APPLIED)) { |
1481 | i = 0; |
1481 | i = 0; |
1482 | ntmp = find_better_arrow(arrow, target, type, &i); |
1482 | ntmp = find_better_arrow(arrow, target, type, &i); |
1483 | if (i > betterby) { |
1483 | if (i > betterby) { |
1484 | tmp = ntmp; |
1484 | tmp = ntmp; |
1485 | betterby = i; |
1485 | betterby = i; |
1486 | } |
1486 | } |
1487 | } else if (arrow->type==ARROW && arrow->race==type) { |
1487 | } else if (arrow->type==ARROW && arrow->race==type) { |
1488 | /* allways prefer assasination/slaying */ |
1488 | /* allways prefer assasination/slaying */ |
1489 | if (target->race != NULL && arrow->slaying != NULL && |
1489 | if (target->race != NULL && arrow->slaying != NULL && |
1490 | strstr(arrow->slaying, target->race)) { |
1490 | strstr(arrow->slaying, target->race)) { |
1491 | if (arrow->attacktype & AT_DEATH) { |
1491 | if (arrow->attacktype & AT_DEATH) { |
1492 | *better = 100; |
1492 | *better = 100; |
1493 | return arrow; |
1493 | return arrow; |
1494 | } else { |
1494 | } else { |
1495 | tmp = arrow; |
1495 | tmp = arrow; |
1496 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1496 | betterby = (arrow->magic + arrow->stats.dam) * 2; |
1497 | } |
1497 | } |
1498 | } else { |
1498 | } else { |
1499 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
1499 | for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { |
1500 | attacktype = 1<<attacknum; |
1500 | attacktype = 1<<attacknum; |
1501 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1501 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1502 | if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { |
1502 | if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { |
1503 | tmp = arrow; |
1503 | tmp = arrow; |
1504 | betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
1504 | betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; |
1505 | } |
1505 | } |
1506 | } |
1506 | } |
1507 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
1507 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) { |
1508 | tmp = arrow; |
1508 | tmp = arrow; |
1509 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1509 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1510 | } |
1510 | } |
1511 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
1511 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { |
1512 | tmp = arrow; |
1512 | tmp = arrow; |
1513 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1513 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1514 | } |
1514 | } |
1515 | } |
1515 | } |
1516 | } |
1516 | } |
1517 | } |
1517 | } |
1518 | if (tmp == NULL && arrow == NULL) |
1518 | if (tmp == NULL && arrow == NULL) |
1519 | return find_arrow(op, type); |
1519 | return find_arrow(op, type); |
1520 | |
1520 | |
1521 | *better = betterby; |
1521 | *better = betterby; |
1522 | return tmp; |
1522 | return tmp; |
1523 | } |
1523 | } |
1524 | |
1524 | |
… | |
… | |
1535 | mapstruct *m; |
1535 | mapstruct *m; |
1536 | int i, mflags, found, number; |
1536 | int i, mflags, found, number; |
1537 | sint16 x, y; |
1537 | sint16 x, y; |
1538 | |
1538 | |
1539 | if (op->map == NULL) |
1539 | if (op->map == NULL) |
1540 | return find_arrow(op, type); |
1540 | return find_arrow(op, type); |
1541 | |
1541 | |
1542 | /* do a dex check */ |
1542 | /* do a dex check */ |
1543 | number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1543 | number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; |
1544 | if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1544 | if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) |
1545 | return find_arrow(op, type); |
1545 | return find_arrow(op, type); |
1546 | |
1546 | |
1547 | m = op->map; |
1547 | m = op->map; |
1548 | x = op->x; |
1548 | x = op->x; |
1549 | y = op->y; |
1549 | y = op->y; |
1550 | |
1550 | |
1551 | /* find the first target */ |
1551 | /* find the first target */ |
1552 | for (i=0, found=0; i<20; i++) { |
1552 | for (i=0, found=0; i<20; i++) { |
1553 | x += freearr_x[dir]; |
1553 | x += freearr_x[dir]; |
1554 | y += freearr_y[dir]; |
1554 | y += freearr_y[dir]; |
1555 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1555 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1556 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1556 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { |
1557 | tmp = NULL; |
1557 | tmp = NULL; |
1558 | break; |
1558 | break; |
1559 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
1559 | } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { |
1560 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1560 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1561 | * perhaps a bad assumption. |
1561 | * perhaps a bad assumption. |
1562 | */ |
1562 | */ |
1563 | tmp = NULL; |
1563 | tmp = NULL; |
1564 | break; |
1564 | break; |
1565 | } |
1565 | } |
1566 | if (mflags & P_IS_ALIVE) { |
1566 | if (mflags & P_IS_ALIVE) { |
1567 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
1567 | for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) |
1568 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
1568 | if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
1569 | found++; |
1569 | found++; |
1570 | break; |
1570 | break; |
1571 | } |
1571 | } |
1572 | if (found) |
1572 | if (found) |
1573 | break; |
1573 | break; |
1574 | } |
1574 | } |
1575 | } |
1575 | } |
1576 | if (tmp == NULL) |
1576 | if (tmp == NULL) |
1577 | return find_arrow(op, type); |
1577 | return find_arrow(op, type); |
1578 | |
1578 | |
1579 | if (tmp->head) |
1579 | if (tmp->head) |
1580 | tmp = tmp->head; |
1580 | tmp = tmp->head; |
1581 | |
1581 | |
1582 | return find_better_arrow(op, tmp, type, &i); |
1582 | return find_better_arrow(op, tmp, type, &i); |
1583 | } |
1583 | } |
1584 | |
1584 | |
1585 | /* |
1585 | /* |
… | |
… | |
1599 | tag_t left_tag, tag; |
1599 | tag_t left_tag, tag; |
1600 | int bowspeed, mflags; |
1600 | int bowspeed, mflags; |
1601 | mapstruct *m; |
1601 | mapstruct *m; |
1602 | |
1602 | |
1603 | if (!dir) { |
1603 | if (!dir) { |
1604 | new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1604 | new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1605 | return 0; |
1605 | return 0; |
1606 | } |
1606 | } |
1607 | if (op->type == PLAYER) |
1607 | if (op->type == PLAYER) |
1608 | bow=op->contr->ranges[range_bow]; |
1608 | bow=op->contr->ranges[range_bow]; |
1609 | else { |
1609 | else { |
1610 | for(bow=op->inv; bow; bow=bow->below) |
1610 | for(bow=op->inv; bow; bow=bow->below) |
1611 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1611 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1612 | * don't need to switch back and forth between bows and weapons. |
1612 | * don't need to switch back and forth between bows and weapons. |
1613 | */ |
1613 | */ |
1614 | if(bow->type==BOW) |
1614 | if(bow->type==BOW) |
1615 | break; |
1615 | break; |
1616 | |
1616 | |
1617 | if (!bow) { |
1617 | if (!bow) { |
1618 | LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); |
1618 | LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); |
1619 | return 0; |
1619 | return 0; |
1620 | } |
1620 | } |
1621 | } |
1621 | } |
1622 | if( !bow->race || !bow->skill) { |
1622 | if( !bow->race || !bow->skill) { |
1623 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); |
1623 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); |
1624 | return 0; |
1624 | return 0; |
1625 | } |
1625 | } |
1626 | |
1626 | |
1627 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1627 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1628 | |
1628 | |
1629 | /* penalize ROF for bestarrow */ |
1629 | /* penalize ROF for bestarrow */ |
1630 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1630 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1631 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1631 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1632 | if (bowspeed < 1) |
1632 | if (bowspeed < 1) |
1633 | bowspeed = 1; |
1633 | bowspeed = 1; |
1634 | |
1634 | |
1635 | if (arrow == NULL) { |
1635 | if (arrow == NULL) { |
1636 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1636 | if ((arrow=find_arrow(op, bow->race)) == NULL) { |
1637 | if (op->type == PLAYER) |
1637 | if (op->type == PLAYER) |
1638 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1638 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1639 | "You have no %s left.", bow->race); |
1639 | "You have no %s left.", bow->race); |
1640 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1640 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1641 | else |
1641 | else |
1642 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1642 | CLEAR_FLAG(op, FLAG_READY_BOW); |
1643 | return 0; |
1643 | return 0; |
1644 | } |
1644 | } |
1645 | } |
1645 | } |
1646 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1646 | mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); |
1647 | if (mflags & P_OUT_OF_MAP) { |
1647 | if (mflags & P_OUT_OF_MAP) { |
1648 | return 0; |
1648 | return 0; |
1649 | } |
1649 | } |
1650 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1650 | if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { |
1651 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1651 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1652 | return 0; |
1652 | return 0; |
1653 | } |
1653 | } |
1654 | |
1654 | |
1655 | /* this should not happen, but sometimes does */ |
1655 | /* this should not happen, but sometimes does */ |
1656 | if (arrow->nrof==0) { |
1656 | if (arrow->nrof==0) { |
1657 | remove_ob(arrow); |
1657 | remove_ob(arrow); |
1658 | free_object(arrow); |
1658 | free_object(arrow); |
1659 | return 0; |
1659 | return 0; |
1660 | } |
1660 | } |
1661 | |
1661 | |
1662 | left = arrow; /* these are arrows left to the player */ |
1662 | left = arrow; /* these are arrows left to the player */ |
1663 | left_tag = left->count; |
1663 | left_tag = left->count; |
1664 | arrow = get_split_ob(arrow, 1); |
1664 | arrow = get_split_ob(arrow, 1); |
1665 | if (arrow == NULL) { |
1665 | if (arrow == NULL) { |
1666 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", |
1666 | new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", |
1667 | bow->race); |
1667 | bow->race); |
1668 | return 0; |
1668 | return 0; |
1669 | } |
1669 | } |
1670 | set_owner(arrow, op); |
1670 | set_owner(arrow, op); |
1671 | if (arrow->skill) free_string(arrow->skill); |
1671 | if (arrow->skill) free_string(arrow->skill); |
1672 | arrow->skill = add_refcount(bow->skill); |
1672 | arrow->skill = add_refcount(bow->skill); |
1673 | |
1673 | |
1674 | arrow->direction=dir; |
1674 | arrow->direction=dir; |
1675 | arrow->x = sx; |
1675 | arrow->x = sx; |
1676 | arrow->y = sy; |
1676 | arrow->y = sy; |
1677 | |
1677 | |
1678 | if (op->type == PLAYER) { |
1678 | if (op->type == PLAYER) { |
1679 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
1679 | op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; |
1680 | fix_player(op); |
1680 | fix_player(op); |
1681 | } |
1681 | } |
1682 | |
1682 | |
1683 | SET_ANIMATION(arrow, arrow->direction); |
1683 | SET_ANIMATION(arrow, arrow->direction); |
1684 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1684 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1685 | arrow->stats.hp = arrow->stats.dam; |
1685 | arrow->stats.hp = arrow->stats.dam; |
1686 | arrow->stats.grace = arrow->attacktype; |
1686 | arrow->stats.grace = arrow->attacktype; |
1687 | if (arrow->slaying != NULL) |
1687 | if (arrow->slaying != NULL) |
1688 | arrow->spellarg = strdup_local(arrow->slaying); |
1688 | arrow->spellarg = strdup_local(arrow->slaying); |
1689 | |
1689 | |
1690 | /* Note that this was different for monsters - they got their level |
1690 | /* Note that this was different for monsters - they got their level |
1691 | * added to the damage. I think the strength bonus is more proper. |
1691 | * added to the damage. I think the strength bonus is more proper. |
1692 | */ |
1692 | */ |
1693 | |
1693 | |
1694 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1694 | arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1695 | 0 : dam_bonus[op->stats.Str]) + |
1695 | 0 : dam_bonus[op->stats.Str]) + |
1696 | bow->stats.dam + bow->magic + arrow->magic; |
1696 | bow->stats.dam + bow->magic + arrow->magic; |
1697 | |
1697 | |
1698 | /* update the speed */ |
1698 | /* update the speed */ |
1699 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1699 | arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? |
1700 | 0 : dam_bonus[op->stats.Str]) + |
1700 | 0 : dam_bonus[op->stats.Str]) + |
1701 | bow->magic + arrow->magic) / 5.0 + |
1701 | bow->magic + arrow->magic) / 5.0 + |
1702 | (float)bow->stats.dam / 7.0; |
1702 | (float)bow->stats.dam / 7.0; |
1703 | |
1703 | |
1704 | if (arrow->speed < 1.0) |
1704 | if (arrow->speed < 1.0) |
1705 | arrow->speed = 1.0; |
1705 | arrow->speed = 1.0; |
1706 | update_ob_speed(arrow); |
1706 | update_ob_speed(arrow); |
1707 | arrow->speed_left = 0; |
1707 | arrow->speed_left = 0; |
1708 | |
1708 | |
1709 | if (op->type == PLAYER) { |
1709 | if (op->type == PLAYER) { |
1710 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1710 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1711 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
1711 | (op->chosen_skill?op->chosen_skill->level:op->level) - |
1712 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
1712 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - |
1713 | arrow->stats.wc - bow->stats.wc + wc_mod; |
1713 | arrow->stats.wc - bow->stats.wc + wc_mod; |
1714 | |
1714 | |
1715 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1715 | arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; |
1716 | } else { |
1716 | } else { |
1717 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
1717 | arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - |
1718 | arrow->stats.wc + wc_mod; |
1718 | arrow->stats.wc + wc_mod; |
1719 | |
1719 | |
1720 | arrow->level = op->level; |
1720 | arrow->level = op->level; |
1721 | } |
1721 | } |
1722 | if (arrow->attacktype == AT_PHYSICAL) |
1722 | if (arrow->attacktype == AT_PHYSICAL) |
1723 | arrow->attacktype |= bow->attacktype; |
1723 | arrow->attacktype |= bow->attacktype; |
1724 | if (bow->slaying != NULL) |
1724 | if (bow->slaying != NULL) |
1725 | arrow->slaying = add_string(bow->slaying); |
1725 | arrow->slaying = add_string(bow->slaying); |
1726 | |
1726 | |
1727 | arrow->map = m; |
1727 | arrow->map = m; |
1728 | arrow->move_type = MOVE_FLY_LOW; |
1728 | arrow->move_type = MOVE_FLY_LOW; |
1729 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1729 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1730 | |
1730 | |
1731 | play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1731 | play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1732 | tag = arrow->count; |
1732 | tag = arrow->count; |
1733 | insert_ob_in_map(arrow, m, op, 0); |
1733 | insert_ob_in_map(arrow, m, op, 0); |
1734 | |
1734 | |
1735 | if (!was_destroyed(arrow, tag)) |
1735 | if (!was_destroyed(arrow, tag)) |
1736 | move_arrow(arrow); |
1736 | move_arrow(arrow); |
1737 | |
1737 | |
1738 | if (op->type == PLAYER) { |
1738 | if (op->type == PLAYER) { |
1739 | if (was_destroyed (left, left_tag)) |
1739 | if (was_destroyed (left, left_tag)) |
1740 | esrv_del_item(op->contr, left_tag); |
1740 | esrv_del_item(op->contr, left_tag); |
1741 | else |
1741 | else |
1742 | esrv_send_item(op, left); |
1742 | esrv_send_item(op, left); |
1743 | } |
1743 | } |
1744 | return 1; |
1744 | return 1; |
1745 | } |
1745 | } |
1746 | |
1746 | |
1747 | /* Special fire code for players - this takes into |
1747 | /* Special fire code for players - this takes into |
… | |
… | |
1754 | int player_fire_bow(object *op, int dir) |
1754 | int player_fire_bow(object *op, int dir) |
1755 | { |
1755 | { |
1756 | int ret=0, wcmod=0; |
1756 | int ret=0, wcmod=0; |
1757 | |
1757 | |
1758 | if (op->contr->bowtype == bow_bestarrow) { |
1758 | if (op->contr->bowtype == bow_bestarrow) { |
1759 | ret = fire_bow(op, op, |
1759 | ret = fire_bow(op, op, |
1760 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1760 | pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), |
1761 | dir, 0, op->x, op->y); |
1761 | dir, 0, op->x, op->y); |
1762 | } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1762 | } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { |
1763 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1763 | if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) |
1764 | wcmod =-1; |
1764 | wcmod =-1; |
1765 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1765 | ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, |
1766 | op->x, op->y); |
1766 | op->x, op->y); |
1767 | } else if (op->contr->bowtype == bow_threewide) { |
1767 | } else if (op->contr->bowtype == bow_threewide) { |
1768 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1768 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1769 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); |
1769 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); |
1770 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
1770 | ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); |
1771 | } else if (op->contr->bowtype == bow_spreadshot) { |
1771 | } else if (op->contr->bowtype == bow_spreadshot) { |
1772 | ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1772 | ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1773 | ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); |
1773 | ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); |
1774 | ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); |
1774 | ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); |
1775 | |
1775 | |
1776 | } else { |
1776 | } else { |
1777 | /* Simple case */ |
1777 | /* Simple case */ |
1778 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1778 | ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); |
1779 | } |
1779 | } |
1780 | return ret; |
1780 | return ret; |
1781 | } |
1781 | } |
1782 | |
1782 | |
1783 | |
1783 | |
… | |
… | |
1787 | void fire_misc_object(object *op, int dir) |
1787 | void fire_misc_object(object *op, int dir) |
1788 | { |
1788 | { |
1789 | object *item; |
1789 | object *item; |
1790 | |
1790 | |
1791 | if (!op->contr->ranges[range_misc]) { |
1791 | if (!op->contr->ranges[range_misc]) { |
1792 | new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1792 | new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); |
1793 | return; |
1793 | return; |
1794 | } |
1794 | } |
1795 | |
1795 | |
1796 | item = op->contr->ranges[range_misc]; |
1796 | item = op->contr->ranges[range_misc]; |
1797 | if (!item->inv) { |
1797 | if (!item->inv) { |
1798 | LOG(llevError,"Object %s lacks a spell\n", item->name); |
1798 | LOG(llevError,"Object %s lacks a spell\n", item->name); |
1799 | return; |
1799 | return; |
1800 | } |
1800 | } |
1801 | if (item->type == WAND) { |
1801 | if (item->type == WAND) { |
1802 | if(item->stats.food<=0) { |
1802 | if(item->stats.food<=0) { |
1803 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1803 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1804 | new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
1804 | new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); |
1805 | return; |
1805 | return; |
1806 | } |
1806 | } |
1807 | } else if (item->type == ROD || item->type==HORN) { |
1807 | } else if (item->type == ROD || item->type==HORN) { |
1808 | if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
1808 | if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { |
1809 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1809 | play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); |
1810 | if (item->type== ROD) |
1810 | if (item->type== ROD) |
1811 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1811 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1812 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1812 | "The %s whines for a while, but nothing happens.", query_base_name(item,0)); |
1813 | else |
1813 | else |
1814 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1814 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1815 | "The %s needs more time to charge.", query_base_name(item,0)); |
1815 | "The %s needs more time to charge.", query_base_name(item,0)); |
1816 | return; |
1816 | return; |
1817 | } |
1817 | } |
1818 | } |
1818 | } |
1819 | |
1819 | |
1820 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
1820 | if(cast_spell(op,item,dir,item->inv,NULL)) { |
1821 | SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1821 | SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1822 | if (item->type == WAND) { |
1822 | if (item->type == WAND) { |
1823 | if (!(--item->stats.food)) { |
1823 | if (!(--item->stats.food)) { |
1824 | object *tmp; |
1824 | object *tmp; |
1825 | if (item->arch) { |
1825 | if (item->arch) { |
1826 | CLEAR_FLAG(item, FLAG_ANIMATE); |
1826 | CLEAR_FLAG(item, FLAG_ANIMATE); |
1827 | item->face = item->arch->clone.face; |
1827 | item->face = item->arch->clone.face; |
1828 | item->speed = 0; |
1828 | item->speed = 0; |
1829 | update_ob_speed(item); |
1829 | update_ob_speed(item); |
1830 | } |
1830 | } |
1831 | if ((tmp=is_player_inv(item))) |
1831 | if ((tmp=is_player_inv(item))) |
1832 | esrv_update_item(UPD_ANIM, tmp, item); |
1832 | esrv_update_item(UPD_ANIM, tmp, item); |
1833 | } |
1833 | } |
1834 | } |
1834 | } |
1835 | else if (item->type == ROD || item->type==HORN) { |
1835 | else if (item->type == ROD || item->type==HORN) { |
1836 | drain_rod_charge(item); |
1836 | drain_rod_charge(item); |
1837 | } |
1837 | } |
1838 | } |
1838 | } |
1839 | } |
1839 | } |
1840 | |
1840 | |
1841 | /* Received a fire command for the player - go and do it. |
1841 | /* Received a fire command for the player - go and do it. |
1842 | */ |
1842 | */ |
… | |
… | |
1845 | |
1845 | |
1846 | /* check for loss of invisiblity/hide */ |
1846 | /* check for loss of invisiblity/hide */ |
1847 | if (action_makes_visible(op)) make_visible(op); |
1847 | if (action_makes_visible(op)) make_visible(op); |
1848 | |
1848 | |
1849 | switch(op->contr->shoottype) { |
1849 | switch(op->contr->shoottype) { |
1850 | case range_none: |
1850 | case range_none: |
1851 | return; |
1851 | return; |
1852 | |
1852 | |
1853 | case range_bow: |
1853 | case range_bow: |
1854 | player_fire_bow(op, dir); |
1854 | player_fire_bow(op, dir); |
1855 | return; |
1855 | return; |
1856 | |
1856 | |
1857 | case range_magic: /* Casting spells */ |
1857 | case range_magic: /* Casting spells */ |
1858 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
1858 | spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); |
1859 | return; |
1859 | return; |
1860 | |
1860 | |
1861 | case range_misc: |
1861 | case range_misc: |
1862 | fire_misc_object(op, dir); |
1862 | fire_misc_object(op, dir); |
1863 | return; |
1863 | return; |
1864 | |
1864 | |
1865 | case range_golem: /* Control summoned monsters from scrolls */ |
1865 | case range_golem: /* Control summoned monsters from scrolls */ |
1866 | if(op->contr->ranges[range_golem]==NULL || |
1866 | if(op->contr->ranges[range_golem]==NULL || |
1867 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
1867 | op->contr->golem_count != op->contr->ranges[range_golem]->count) { |
1868 | op->contr->ranges[range_golem] = NULL; |
1868 | op->contr->ranges[range_golem] = NULL; |
1869 | op->contr->shoottype=range_none; |
1869 | op->contr->shoottype=range_none; |
1870 | op->contr->golem_count = 0; |
1870 | op->contr->golem_count = 0; |
1871 | } |
1871 | } |
1872 | else |
1872 | else |
1873 | control_golem(op->contr->ranges[range_golem], dir); |
1873 | control_golem(op->contr->ranges[range_golem], dir); |
1874 | return; |
1874 | return; |
1875 | |
1875 | |
1876 | case range_skill: |
1876 | case range_skill: |
1877 | if(!op->chosen_skill) { |
1877 | if(!op->chosen_skill) { |
1878 | if(op->type==PLAYER) |
1878 | if(op->type==PLAYER) |
1879 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
1879 | new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use."); |
1880 | return; |
1880 | return; |
1881 | } |
1881 | } |
1882 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
1882 | (void) do_skill(op,op,op->chosen_skill,dir,NULL); |
1883 | return; |
1883 | return; |
1884 | case range_builder: |
1884 | case range_builder: |
1885 | apply_map_builder( op, dir ); |
1885 | apply_map_builder( op, dir ); |
1886 | return; |
1886 | return; |
1887 | default: |
1887 | default: |
1888 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
1888 | new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); |
1889 | return; |
1889 | return; |
1890 | } |
1890 | } |
1891 | } |
1891 | } |
1892 | |
1892 | |
1893 | |
1893 | |
1894 | |
1894 | |
… | |
… | |
1910 | /* Should not happen, but sanity checking is never bad */ |
1910 | /* Should not happen, but sanity checking is never bad */ |
1911 | if (container->inv == NULL) return NULL; |
1911 | if (container->inv == NULL) return NULL; |
1912 | |
1912 | |
1913 | /* First, lets try to find a key in the top level inventory */ |
1913 | /* First, lets try to find a key in the top level inventory */ |
1914 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1914 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1915 | if (door->type==DOOR && tmp->type==KEY) break; |
1915 | if (door->type==DOOR && tmp->type==KEY) break; |
1916 | /* For sanity, we should really check door type, but other stuff |
1916 | /* For sanity, we should really check door type, but other stuff |
1917 | * (like containers) can be locked with special keys |
1917 | * (like containers) can be locked with special keys |
1918 | */ |
1918 | */ |
1919 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
1919 | if (tmp->slaying && tmp->type==SPECIAL_KEY && |
1920 | tmp->slaying==door->slaying) break; |
1920 | tmp->slaying==door->slaying) break; |
1921 | } |
1921 | } |
1922 | /* No key found - lets search inventories now */ |
1922 | /* No key found - lets search inventories now */ |
1923 | /* If we find and use a key in an inventory, return at that time. |
1923 | /* If we find and use a key in an inventory, return at that time. |
1924 | * otherwise, if we search all the inventories and still don't find |
1924 | * otherwise, if we search all the inventories and still don't find |
1925 | * a key, return |
1925 | * a key, return |
1926 | */ |
1926 | */ |
1927 | if (!tmp) { |
1927 | if (!tmp) { |
1928 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1928 | for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { |
1929 | /* No reason to search empty containers */ |
1929 | /* No reason to search empty containers */ |
1930 | if (tmp->type==CONTAINER && tmp->inv) { |
1930 | if (tmp->type==CONTAINER && tmp->inv) { |
1931 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
1931 | if ((key=find_key(pl, tmp, door))!=NULL) return key; |
1932 | } |
1932 | } |
1933 | } |
1933 | } |
1934 | if (!tmp) return NULL; |
1934 | if (!tmp) return NULL; |
1935 | } |
1935 | } |
1936 | /* We get down here if we have found a key. Now if its in a container, |
1936 | /* We get down here if we have found a key. Now if its in a container, |
1937 | * see if we actually want to use it |
1937 | * see if we actually want to use it |
1938 | */ |
1938 | */ |
1939 | if (pl!=container) { |
1939 | if (pl!=container) { |
1940 | /* Only let players use keys in containers */ |
1940 | /* Only let players use keys in containers */ |
1941 | if (!pl->contr) return NULL; |
1941 | if (!pl->contr) return NULL; |
1942 | /* cases where this fails: |
1942 | /* cases where this fails: |
1943 | * If we only search the player inventory, return now since we |
1943 | * If we only search the player inventory, return now since we |
1944 | * are not in the players inventory. |
1944 | * are not in the players inventory. |
1945 | * If the container is not active, return now since only active |
1945 | * If the container is not active, return now since only active |
1946 | * containers can be used. |
1946 | * containers can be used. |
1947 | * If we only search keyrings and the container does not have |
1947 | * If we only search keyrings and the container does not have |
1948 | * a race/isn't a keyring. |
1948 | * a race/isn't a keyring. |
1949 | * No checking for all containers - to fall through past here, |
1949 | * No checking for all containers - to fall through past here, |
1950 | * inv must have been an container and must have been active. |
1950 | * inv must have been an container and must have been active. |
1951 | * |
1951 | * |
1952 | * Change the color so that the message doesn't disappear with |
1952 | * Change the color so that the message doesn't disappear with |
1953 | * all the others. |
1953 | * all the others. |
1954 | */ |
1954 | */ |
1955 | if (pl->contr->usekeys == key_inventory || |
1955 | if (pl->contr->usekeys == key_inventory || |
1956 | !QUERY_FLAG(container, FLAG_APPLIED) || |
1956 | !QUERY_FLAG(container, FLAG_APPLIED) || |
1957 | (pl->contr->usekeys == keyrings && |
1957 | (pl->contr->usekeys == keyrings && |
1958 | (!container->race || strcmp(container->race, "keys"))) |
1958 | (!container->race || strcmp(container->race, "keys"))) |
1959 | ) { |
1959 | ) { |
1960 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
1960 | new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, |
1961 | "The %s in your %s vibrates as you approach the door", |
1961 | "The %s in your %s vibrates as you approach the door", |
1962 | query_name(tmp), query_name(container)); |
1962 | query_name(tmp), query_name(container)); |
1963 | return NULL; |
1963 | return NULL; |
1964 | } |
1964 | } |
1965 | } |
1965 | } |
1966 | return tmp; |
1966 | return tmp; |
1967 | } |
1967 | } |
1968 | |
1968 | |
1969 | /* moved door processing out of move_player_attack. |
1969 | /* moved door processing out of move_player_attack. |
… | |
… | |
1980 | */ |
1980 | */ |
1981 | object *key=find_key(op, op, door); |
1981 | object *key=find_key(op, op, door); |
1982 | |
1982 | |
1983 | /* IF we found a key, do some extra work */ |
1983 | /* IF we found a key, do some extra work */ |
1984 | if (key) { |
1984 | if (key) { |
1985 | object *container=key->env; |
1985 | object *container=key->env; |
1986 | |
1986 | |
1987 | play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1987 | play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1988 | if(action_makes_visible(op)) make_visible(op); |
1988 | if(action_makes_visible(op)) make_visible(op); |
1989 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1989 | if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); |
1990 | if (door->type == DOOR) { |
1990 | if (door->type == DOOR) { |
1991 | hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
1991 | hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ |
1992 | } |
1992 | } |
1993 | else if(door->type==LOCKED_DOOR) { |
1993 | else if(door->type==LOCKED_DOOR) { |
1994 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1994 | new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, |
1995 | "You open the door with the %s", query_short_name(key)); |
1995 | "You open the door with the %s", query_short_name(key)); |
1996 | remove_door2(door); /* remove door without violence ;-) */ |
1996 | remove_door2(door); /* remove door without violence ;-) */ |
1997 | } |
1997 | } |
1998 | /* Do this after we print the message */ |
1998 | /* Do this after we print the message */ |
1999 | decrease_ob(key); /* Use up one of the keys */ |
1999 | decrease_ob(key); /* Use up one of the keys */ |
2000 | /* Need to update the weight the container the key was in */ |
2000 | /* Need to update the weight the container the key was in */ |
2001 | if (container != op) |
2001 | if (container != op) |
2002 | esrv_update_item(UPD_WEIGHT, op, container); |
2002 | esrv_update_item(UPD_WEIGHT, op, container); |
2003 | return 1; /* Nothing more to do below */ |
2003 | return 1; /* Nothing more to do below */ |
2004 | } else if (door->type==LOCKED_DOOR) { |
2004 | } else if (door->type==LOCKED_DOOR) { |
2005 | /* Might as well return now - no other way to open this */ |
2005 | /* Might as well return now - no other way to open this */ |
2006 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2006 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
2007 | return 1; |
2007 | return 1; |
2008 | } |
2008 | } |
2009 | return 0; |
2009 | return 0; |
2010 | } |
2010 | } |
2011 | |
2011 | |
2012 | /* This function is just part of a breakup from move_player. |
2012 | /* This function is just part of a breakup from move_player. |
… | |
… | |
2036 | * do nothing at all. As it is, if we are braced, we go through |
2036 | * do nothing at all. As it is, if we are braced, we go through |
2037 | * quite a bit of processing. However, it probably is less than what |
2037 | * quite a bit of processing. However, it probably is less than what |
2038 | * move_ob uses. |
2038 | * move_ob uses. |
2039 | */ |
2039 | */ |
2040 | if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { |
2040 | if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { |
2041 | if (OUT_OF_REAL_MAP(op->map, nx, ny)) { |
2041 | if (OUT_OF_REAL_MAP(op->map, nx, ny)) { |
2042 | m = get_map_from_coord(op->map, &nx, &ny); |
2042 | m = get_map_from_coord(op->map, &nx, &ny); |
2043 | if (!m) return; /* Don't think this should happen */ |
2043 | if (!m) return; /* Don't think this should happen */ |
2044 | } |
2044 | } |
2045 | else m =op->map; |
2045 | else m =op->map; |
2046 | |
2046 | |
2047 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2047 | if ((tmp=get_map_ob(m,nx,ny))==NULL) { |
2048 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2048 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ |
2049 | return; |
2049 | return; |
2050 | } |
2050 | } |
2051 | |
2051 | |
2052 | mon = NULL; |
2052 | mon = NULL; |
2053 | /* Go through all the objects, and find ones of interest. Only stop if |
2053 | /* Go through all the objects, and find ones of interest. Only stop if |
2054 | * we find a monster - that is something we know we want to attack. |
2054 | * we find a monster - that is something we know we want to attack. |
2055 | * if its a door or barrel (can roll) see if there may be monsters |
2055 | * if its a door or barrel (can roll) see if there may be monsters |
2056 | * on the space |
2056 | * on the space |
2057 | */ |
2057 | */ |
2058 | while (tmp!=NULL) { |
2058 | while (tmp!=NULL) { |
2059 | if (tmp == op) { |
2059 | if (tmp == op) { |
2060 | tmp=tmp->above; |
2060 | tmp=tmp->above; |
2061 | continue; |
2061 | continue; |
2062 | } |
2062 | } |
2063 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
2063 | if (QUERY_FLAG(tmp,FLAG_ALIVE)) { |
2064 | mon = tmp; |
2064 | mon = tmp; |
2065 | break; |
2065 | break; |
2066 | } |
2066 | } |
2067 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
2067 | if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) |
2068 | mon = tmp; |
2068 | mon = tmp; |
2069 | tmp=tmp->above; |
2069 | tmp=tmp->above; |
2070 | } |
2070 | } |
2071 | |
2071 | |
2072 | if (mon==NULL) /* This happens anytime the player tries to move */ |
2072 | if (mon==NULL) /* This happens anytime the player tries to move */ |
2073 | return; /* into a wall */ |
2073 | return; /* into a wall */ |
2074 | |
2074 | |
2075 | if(mon->head != NULL) |
2075 | if(mon->head != NULL) |
2076 | mon = mon->head; |
2076 | mon = mon->head; |
2077 | |
2077 | |
2078 | if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
2078 | if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) |
2079 | if (player_attack_door(op, mon)) return; |
2079 | if (player_attack_door(op, mon)) return; |
2080 | |
2080 | |
2081 | /* The following deals with possibly attacking peaceful |
2081 | /* The following deals with possibly attacking peaceful |
2082 | * or frienddly creatures. Basically, all players are considered |
2082 | * or frienddly creatures. Basically, all players are considered |
2083 | * unaggressive. If the moving player has peaceful set, then the |
2083 | * unaggressive. If the moving player has peaceful set, then the |
2084 | * object should be pushed instead of attacked. It is assumed that |
2084 | * object should be pushed instead of attacked. It is assumed that |
2085 | * if you are braced, you will not attack friends accidently, |
2085 | * if you are braced, you will not attack friends accidently, |
2086 | * and thus will not push them. |
2086 | * and thus will not push them. |
2087 | */ |
2087 | */ |
2088 | |
2088 | |
2089 | /* If the creature is a pet, push it even if the player is not |
2089 | /* If the creature is a pet, push it even if the player is not |
2090 | * peaceful. Our assumption is the creature is a pet if the |
2090 | * peaceful. Our assumption is the creature is a pet if the |
2091 | * player owns it and it is either friendly or unagressive. |
2091 | * player owns it and it is either friendly or unagressive. |
2092 | */ |
2092 | */ |
2093 | if ((op->type==PLAYER) |
2093 | if ((op->type==PLAYER) |
2094 | #if COZY_SERVER |
2094 | #if COZY_SERVER |
2095 | && |
2095 | && |
2096 | ( |
2096 | ( |
2097 | (get_owner(mon) && get_owner(mon)->contr |
2097 | (get_owner(mon) && get_owner(mon)->contr |
2098 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
2098 | && same_party (get_owner(mon)->contr->party, op->contr->party)) |
… | |
… | |
2100 | ) |
2100 | ) |
2101 | #else |
2101 | #else |
2102 | && get_owner(mon)==op |
2102 | && get_owner(mon)==op |
2103 | #endif |
2103 | #endif |
2104 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2104 | && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) |
2105 | { |
2105 | { |
2106 | /* If we're braced, we don't want to switch places with it */ |
2106 | /* If we're braced, we don't want to switch places with it */ |
2107 | if (op->contr->braced) return; |
2107 | if (op->contr->braced) return; |
2108 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2108 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2109 | (void) push_ob(mon,dir,op); |
2109 | (void) push_ob(mon,dir,op); |
2110 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2110 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2111 | return; |
2111 | return; |
2112 | } |
2112 | } |
2113 | |
2113 | |
2114 | /* in certain circumstances, you shouldn't attack friendly |
2114 | /* in certain circumstances, you shouldn't attack friendly |
2115 | * creatures. Note that if you are braced, you can't push |
2115 | * creatures. Note that if you are braced, you can't push |
2116 | * someone, but put it inside this loop so that you won't |
2116 | * someone, but put it inside this loop so that you won't |
2117 | * attack them either. |
2117 | * attack them either. |
2118 | */ |
2118 | */ |
2119 | if ((mon->type==PLAYER || mon->enemy != op) && |
2119 | if ((mon->type==PLAYER || mon->enemy != op) && |
2120 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2120 | (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && |
2121 | ( |
2121 | ( |
2122 | #ifdef PROHIBIT_PLAYERKILL |
2122 | #ifdef PROHIBIT_PLAYERKILL |
2123 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
2123 | (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && |
2124 | #else |
2124 | #else |
2125 | op->contr->peaceful && |
2125 | op->contr->peaceful && |
2126 | #endif |
2126 | #endif |
2127 | !on_battleground |
2127 | !on_battleground |
2128 | )) { |
2128 | )) { |
2129 | if (!op->contr->braced) { |
2129 | if (!op->contr->braced) { |
2130 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2130 | play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2131 | (void) push_ob(mon,dir,op); |
2131 | (void) push_ob(mon,dir,op); |
2132 | } else { |
2132 | } else { |
2133 | new_draw_info(0, 0,op,"You withhold your attack"); |
2133 | new_draw_info(0, 0,op,"You withhold your attack"); |
2134 | } |
2134 | } |
2135 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2135 | if(op->contr->tmp_invis||op->hide) make_visible(op); |
2136 | } |
2136 | } |
2137 | |
2137 | |
2138 | /* If the object is a boulder or other rollable object, then |
2138 | /* If the object is a boulder or other rollable object, then |
2139 | * roll it if not braced. You can't roll it if you are braced. |
2139 | * roll it if not braced. You can't roll it if you are braced. |
2140 | */ |
2140 | */ |
2141 | else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
2141 | else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { |
2142 | recursive_roll(mon,dir,op); |
2142 | recursive_roll(mon,dir,op); |
2143 | if(action_makes_visible(op)) make_visible(op); |
2143 | if(action_makes_visible(op)) make_visible(op); |
2144 | } |
2144 | } |
2145 | |
2145 | |
2146 | /* Any generic living creature. Including things like doors. |
2146 | /* Any generic living creature. Including things like doors. |
2147 | * Way it works is like this: First, it must have some hit points |
2147 | * Way it works is like this: First, it must have some hit points |
2148 | * and be living. Then, it must be one of the following: |
2148 | * and be living. Then, it must be one of the following: |
2149 | * 1) Not a player, 2) A player, but of a different party. Note |
2149 | * 1) Not a player, 2) A player, but of a different party. Note |
2150 | * that party_number -1 is no party, so attacks can still happen. |
2150 | * that party_number -1 is no party, so attacks can still happen. |
2151 | */ |
2151 | */ |
2152 | |
2152 | |
2153 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
2153 | else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && |
2154 | ((mon->type!=PLAYER || op->contr->party==NULL || |
2154 | ((mon->type!=PLAYER || op->contr->party==NULL || |
2155 | op->contr->party!=mon->contr->party))) { |
2155 | op->contr->party!=mon->contr->party))) { |
2156 | |
2156 | |
2157 | /* If the player hasn't hit something this tick, and does |
2157 | /* If the player hasn't hit something this tick, and does |
2158 | * so, give them speed boost based on weapon speed. Doing |
2158 | * so, give them speed boost based on weapon speed. Doing |
2159 | * it here is better than process_players2, which basically |
2159 | * it here is better than process_players2, which basically |
2160 | * incurred a 1 tick offset. |
2160 | * incurred a 1 tick offset. |
2161 | */ |
2161 | */ |
2162 | if (!op->contr->has_hit) { |
2162 | if (!op->contr->has_hit) { |
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
2164 | |
2164 | |
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2166 | } |
2166 | } |
2167 | |
2167 | |
2168 | skill_attack(mon, op, 0, NULL, NULL); |
2168 | skill_attack(mon, op, 0, NULL, NULL); |
2169 | |
2169 | |
2170 | /* If attacking another player, that player gets automatic |
2170 | /* If attacking another player, that player gets automatic |
2171 | * hitback, and doesn't loose luck either. |
2171 | * hitback, and doesn't loose luck either. |
2172 | * Disable hitback on the battleground or if the target is |
2172 | * Disable hitback on the battleground or if the target is |
2173 | * the wiz. |
2173 | * the wiz. |
2174 | */ |
2174 | */ |
2175 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
2175 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && |
2176 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
2176 | !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { |
2177 | short luck = mon->stats.luck; |
2177 | short luck = mon->stats.luck; |
2178 | mon->contr->has_hit = 1; |
2178 | mon->contr->has_hit = 1; |
2179 | skill_attack(op, mon, 0, NULL, NULL); |
2179 | skill_attack(op, mon, 0, NULL, NULL); |
2180 | mon->stats.luck = luck; |
2180 | mon->stats.luck = luck; |
2181 | } |
2181 | } |
2182 | if(action_makes_visible(op)) make_visible(op); |
2182 | if(action_makes_visible(op)) make_visible(op); |
2183 | } |
2183 | } |
2184 | } /* if player should attack something */ |
2184 | } /* if player should attack something */ |
2185 | } |
2185 | } |
2186 | |
2186 | |
2187 | int move_player(object *op,int dir) { |
2187 | int move_player(object *op,int dir) { |
2188 | int pick; |
2188 | int pick; |
2189 | |
2189 | |
2190 | if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2190 | if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2191 | return 0; |
2191 | return 0; |
2192 | |
2192 | |
2193 | /* Sanity check: make sure dir is valid */ |
2193 | /* Sanity check: make sure dir is valid */ |
2194 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
2194 | if ( ( dir < 0 ) || ( dir >= 9 ) ) { |
2195 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
2195 | LOG( llevError, "move_player: invalid direction %d\n", dir); |
2196 | return 0; |
2196 | return 0; |
2197 | } |
2197 | } |
2198 | |
2198 | |
2199 | /* peterm: added following line */ |
2199 | /* peterm: added following line */ |
2200 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
2200 | if(QUERY_FLAG(op,FLAG_CONFUSED) && dir) |
2201 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
2201 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
2202 | |
2202 | |
2203 | op->facing = dir; |
2203 | op->facing = dir; |
2204 | |
2204 | |
2205 | if(op->hide) do_hidden_move(op); |
2205 | if(op->hide) do_hidden_move(op); |
2206 | |
2206 | |
… | |
… | |
2216 | |
2216 | |
2217 | /* Add special check for newcs players and fire on - this way, the |
2217 | /* Add special check for newcs players and fire on - this way, the |
2218 | * server can handle repeat firing. |
2218 | * server can handle repeat firing. |
2219 | */ |
2219 | */ |
2220 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
2220 | if (op->contr->fire_on || (op->contr->run_on && pick!=0)) { |
2221 | op->direction = dir; |
2221 | op->direction = dir; |
2222 | } else { |
2222 | } else { |
2223 | op->direction=0; |
2223 | op->direction=0; |
2224 | } |
2224 | } |
2225 | /* Update how the player looks. Use the facing, so direction may |
2225 | /* Update how the player looks. Use the facing, so direction may |
2226 | * get reset to zero. This allows for full animation capabilities |
2226 | * get reset to zero. This allows for full animation capabilities |
2227 | * for players. |
2227 | * for players. |
2228 | */ |
2228 | */ |
… | |
… | |
2238 | * Returns true if there are more actions we can do. |
2238 | * Returns true if there are more actions we can do. |
2239 | */ |
2239 | */ |
2240 | int handle_newcs_player(object *op) |
2240 | int handle_newcs_player(object *op) |
2241 | { |
2241 | { |
2242 | if (op->contr->hidden) { |
2242 | if (op->contr->hidden) { |
2243 | op->invisible = 1000; |
2243 | op->invisible = 1000; |
2244 | /* the socket code flashes the player visible/invisible |
2244 | /* the socket code flashes the player visible/invisible |
2245 | * depending on the value of invisible, so we need to |
2245 | * depending on the value of invisible, so we need to |
2246 | * alternate it here for it to work correctly. |
2246 | * alternate it here for it to work correctly. |
2247 | */ |
2247 | */ |
2248 | if (pticks & 2) op->invisible--; |
2248 | if (pticks & 2) op->invisible--; |
2249 | } |
2249 | } |
2250 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
2250 | else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { |
2251 | op->invisible--; |
2251 | op->invisible--; |
2252 | if(!op->invisible) { |
2252 | if(!op->invisible) { |
2253 | make_visible(op); |
2253 | make_visible(op); |
2254 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2254 | new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2255 | } |
2255 | } |
2256 | } |
2256 | } |
2257 | |
2257 | |
2258 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2258 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2259 | flee_player(op); |
2259 | flee_player(op); |
2260 | /* If player is still scared, that is his action for this tick */ |
2260 | /* If player is still scared, that is his action for this tick */ |
2261 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2261 | if (QUERY_FLAG(op, FLAG_SCARED)) { |
2262 | op->speed_left--; |
2262 | op->speed_left--; |
2263 | return 0; |
2263 | return 0; |
2264 | } |
2264 | } |
2265 | } |
2265 | } |
2266 | |
2266 | |
2267 | /* I've been seeing crashes where the golem has been destroyed, but |
2267 | /* I've been seeing crashes where the golem has been destroyed, but |
2268 | * the player object still points to the defunct golem. The code that |
2268 | * the player object still points to the defunct golem. The code that |
2269 | * destroys the golem looks correct, and it doesn't always happen, so |
2269 | * destroys the golem looks correct, and it doesn't always happen, so |
2270 | * put this in a a workaround to clean up the golem pointer. |
2270 | * put this in a a workaround to clean up the golem pointer. |
2271 | */ |
2271 | */ |
2272 | if (op->contr->ranges[range_golem] && |
2272 | if (op->contr->ranges[range_golem] && |
2273 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
2273 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || |
2274 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
2274 | QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) { |
2275 | op->contr->ranges[range_golem] = NULL; |
2275 | op->contr->ranges[range_golem] = NULL; |
2276 | op->contr->golem_count = 0; |
2276 | op->contr->golem_count = 0; |
2277 | } |
2277 | } |
2278 | |
2278 | |
2279 | /* call this here - we also will call this in do_ericserver, but |
2279 | /* call this here - we also will call this in do_ericserver, but |
2280 | * the players time has been increased when doericserver has been |
2280 | * the players time has been increased when doericserver has been |
2281 | * called, so we recheck it here. |
2281 | * called, so we recheck it here. |
2282 | */ |
2282 | */ |
2283 | HandleClient(&op->contr->socket, op->contr); |
2283 | HandleClient(&op->contr->socket, op->contr); |
2284 | if (op->speed_left<0) return 0; |
2284 | if (op->speed_left<0) return 0; |
2285 | |
2285 | |
2286 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2286 | if(op->direction && (op->contr->run_on || op->contr->fire_on)) { |
2287 | /* All move commands take 1 tick, at least for now */ |
2287 | /* All move commands take 1 tick, at least for now */ |
2288 | op->speed_left--; |
2288 | op->speed_left--; |
2289 | |
2289 | |
2290 | /* Instead of all the stuff below, let move_player take care |
2290 | /* Instead of all the stuff below, let move_player take care |
2291 | * of it. Also, some of the skill stuff is only put in |
2291 | * of it. Also, some of the skill stuff is only put in |
2292 | * there, as well as the confusion stuff. |
2292 | * there, as well as the confusion stuff. |
2293 | */ |
2293 | */ |
2294 | move_player(op, op->direction); |
2294 | move_player(op, op->direction); |
2295 | if (op->speed_left>0) return 1; |
2295 | if (op->speed_left>0) return 1; |
2296 | else return 0; |
2296 | else return 0; |
2297 | } |
2297 | } |
2298 | return 0; |
2298 | return 0; |
2299 | } |
2299 | } |
2300 | |
2300 | |
2301 | int save_life(object *op) { |
2301 | int save_life(object *op) { |
2302 | object *tmp; |
2302 | object *tmp; |
2303 | |
2303 | |
2304 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
2304 | if(!QUERY_FLAG(op,FLAG_LIFESAVE)) |
2305 | return 0; |
2305 | return 0; |
2306 | |
2306 | |
2307 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2307 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
2308 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2308 | if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { |
2309 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2309 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2310 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2310 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2311 | "Your %s vibrates violently, then evaporates.", |
2311 | "Your %s vibrates violently, then evaporates.", |
2312 | query_name(tmp)); |
2312 | query_name(tmp)); |
2313 | if (op->contr) |
2313 | if (op->contr) |
2314 | esrv_del_item(op->contr, tmp->count); |
2314 | esrv_del_item(op->contr, tmp->count); |
2315 | remove_ob(tmp); |
2315 | remove_ob(tmp); |
2316 | free_object(tmp); |
2316 | free_object(tmp); |
2317 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2317 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2318 | if(op->stats.hp<0) |
2318 | if(op->stats.hp<0) |
2319 | op->stats.hp = op->stats.maxhp; |
2319 | op->stats.hp = op->stats.maxhp; |
2320 | if(op->stats.food<0) |
2320 | if(op->stats.food<0) |
2321 | op->stats.food = 999; |
2321 | op->stats.food = 999; |
2322 | fix_player(op); |
2322 | fix_player(op); |
2323 | return 1; |
2323 | return 1; |
2324 | } |
2324 | } |
2325 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2325 | LOG(llevError,"Error: LIFESAVE set without applied object.\n"); |
2326 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2326 | CLEAR_FLAG(op, FLAG_LIFESAVE); |
2327 | enter_player_savebed(op); /* bring him home. */ |
2327 | enter_player_savebed(op); /* bring him home. */ |
2328 | return 0; |
2328 | return 0; |
2329 | } |
2329 | } |
… | |
… | |
2336 | void remove_unpaid_objects(object *op, object *env) |
2336 | void remove_unpaid_objects(object *op, object *env) |
2337 | { |
2337 | { |
2338 | object *next; |
2338 | object *next; |
2339 | |
2339 | |
2340 | while (op) { |
2340 | while (op) { |
2341 | next=op->below; /* Make sure we have a good value, in case |
2341 | next=op->below; /* Make sure we have a good value, in case |
2342 | * we remove object 'op' |
2342 | * we remove object 'op' |
2343 | */ |
2343 | */ |
2344 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2344 | if (QUERY_FLAG(op, FLAG_UNPAID)) { |
2345 | remove_ob(op); |
2345 | remove_ob(op); |
2346 | op->x = env->x; |
2346 | op->x = env->x; |
2347 | op->y = env->y; |
2347 | op->y = env->y; |
2348 | if (env->type == PLAYER) |
2348 | if (env->type == PLAYER) |
2349 | esrv_del_item(env->contr, op->count); |
2349 | esrv_del_item(env->contr, op->count); |
2350 | insert_ob_in_map(op, env->map, NULL,0); |
2350 | insert_ob_in_map(op, env->map, NULL,0); |
2351 | } |
2351 | } |
2352 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
2352 | else if (op->inv) remove_unpaid_objects(op->inv, env); |
2353 | op=next; |
2353 | op=next; |
2354 | } |
2354 | } |
2355 | } |
2355 | } |
2356 | |
2356 | |
2357 | |
2357 | |
2358 | /* |
2358 | /* |
… | |
… | |
2407 | const int max_grace = 1; |
2407 | const int max_grace = 1; |
2408 | |
2408 | |
2409 | if (op->contr->outputs_sync) { |
2409 | if (op->contr->outputs_sync) { |
2410 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2410 | for (i=0; i<NUM_OUTPUT_BUFS; i++) |
2411 | if (op->contr->outputs[i].buf!=NULL && |
2411 | if (op->contr->outputs[i].buf!=NULL && |
2412 | (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2412 | (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) |
2413 | flush_output_element(op, &op->contr->outputs[i]); |
2413 | flush_output_element(op, &op->contr->outputs[i]); |
2414 | } |
2414 | } |
2415 | |
2415 | |
2416 | if(op->contr->state==ST_PLAYING) { |
2416 | if(op->contr->state==ST_PLAYING) { |
2417 | |
2417 | |
2418 | /* these next three if clauses make it possible to SLOW DOWN |
2418 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2438 | |
2438 | |
2439 | /* Regenerate Spell Points */ |
2439 | /* Regenerate Spell Points */ |
2440 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
2440 | if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { |
2441 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
2441 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); |
2442 | if(op->stats.sp<op->stats.maxsp) { |
2442 | if(op->stats.sp<op->stats.maxsp) { |
2443 | op->stats.sp++; |
2443 | op->stats.sp++; |
2444 | /* dms do not consume food */ |
2444 | /* dms do not consume food */ |
2445 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2445 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2446 | op->stats.food--; |
2446 | op->stats.food--; |
2447 | if(op->contr->digestion<0) |
2447 | if(op->contr->digestion<0) |
2448 | op->stats.food+=op->contr->digestion; |
2448 | op->stats.food+=op->contr->digestion; |
… | |
… | |
2450 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2450 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2451 | op->stats.food=last_food; |
2451 | op->stats.food=last_food; |
2452 | } |
2452 | } |
2453 | } |
2453 | } |
2454 | if (max_sp>1) { |
2454 | if (max_sp>1) { |
2455 | over_sp = (gen_sp+10)/rate_sp; |
2455 | over_sp = (gen_sp+10)/rate_sp; |
2456 | if (over_sp > 0) { |
2456 | if (over_sp > 0) { |
2457 | if(op->stats.sp<op->stats.maxsp) { |
2457 | if(op->stats.sp<op->stats.maxsp) { |
2458 | op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
2458 | op->stats.sp += over_sp>max_sp ? max_sp : over_sp; |
2459 | if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
2459 | if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp)) |
2460 | op->stats.sp--; |
2460 | op->stats.sp--; |
2461 | if(op->stats.sp>op->stats.maxsp) |
2461 | if(op->stats.sp>op->stats.maxsp) |
2462 | op->stats.sp=op->stats.maxsp; |
2462 | op->stats.sp=op->stats.maxsp; |
2463 | } |
2463 | } |
2464 | op->last_sp=0; |
2464 | op->last_sp=0; |
2465 | } else { |
2465 | } else { |
2466 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2466 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2467 | } |
2467 | } |
2468 | } else { |
2468 | } else { |
2469 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2469 | op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10); |
2470 | } |
2470 | } |
2471 | } |
2471 | } |
2472 | |
2472 | |
2473 | /* Regenerate Grace */ |
2473 | /* Regenerate Grace */ |
2474 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
2474 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ |
2475 | if(--op->last_grace<0) { |
2475 | if(--op->last_grace<0) { |
2476 | if(op->stats.grace<op->stats.maxgrace/2) |
2476 | if(op->stats.grace<op->stats.maxgrace/2) |
2477 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2477 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2478 | if(max_grace>1) { |
2478 | if(max_grace>1) { |
2479 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
2479 | over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; |
2480 | if (over_grace > 0) { |
2480 | if (over_grace > 0) { |
2481 | op->stats.sp += over_grace |
2481 | op->stats.sp += over_grace |
2482 | + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; |
2482 | + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; |
2483 | op->last_grace=0; |
2483 | op->last_grace=0; |
2484 | } else { |
2484 | } else { |
2485 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2485 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2486 | } |
2486 | } |
2487 | } else { |
2487 | } else { |
2488 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2488 | op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); |
2489 | } |
2489 | } |
2490 | /* wearing stuff doesn't detract from grace generation. */ |
2490 | /* wearing stuff doesn't detract from grace generation. */ |
2491 | } |
2491 | } |
2492 | |
2492 | |
2493 | /* Regenerate Hit Points */ |
2493 | /* Regenerate Hit Points */ |
2494 | if(--op->last_heal<0) { |
2494 | if(--op->last_heal<0) { |
2495 | if(op->stats.hp<op->stats.maxhp) { |
2495 | if(op->stats.hp<op->stats.maxhp) { |
2496 | op->stats.hp++; |
2496 | op->stats.hp++; |
2497 | /* dms do not consume food */ |
2497 | /* dms do not consume food */ |
2498 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2498 | if (!QUERY_FLAG(op,FLAG_WIZ)) { |
2499 | op->stats.food--; |
2499 | op->stats.food--; |
2500 | if(op->contr->digestion<0) |
2500 | if(op->contr->digestion<0) |
2501 | op->stats.food+=op->contr->digestion; |
2501 | op->stats.food+=op->contr->digestion; |
… | |
… | |
2503 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2503 | random_roll(0, op->contr->digestion, op, PREFER_HIGH)) |
2504 | op->stats.food=last_food; |
2504 | op->stats.food=last_food; |
2505 | } |
2505 | } |
2506 | } |
2506 | } |
2507 | if(max_hp>1) { |
2507 | if(max_hp>1) { |
2508 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
2508 | over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; |
2509 | if (over_hp > 0) { |
2509 | if (over_hp > 0) { |
2510 | op->stats.sp += over_hp |
2510 | op->stats.sp += over_hp |
2511 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
2511 | + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; |
2512 | op->last_heal=0; |
2512 | op->last_heal=0; |
2513 | } else { |
2513 | } else { |
2514 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2514 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2515 | } |
2515 | } |
2516 | } else { |
2516 | } else { |
2517 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2517 | op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); |
2518 | } |
2518 | } |
2519 | } |
2519 | } |
2520 | |
2520 | |
2521 | /* Digestion */ |
2521 | /* Digestion */ |
2522 | if(--op->last_eat<0) { |
2522 | if(--op->last_eat<0) { |
2523 | #ifdef COZY_SERVER |
2523 | #ifdef COZY_SERVER |
2524 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
2524 | int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; |
2525 | int bonus=dg>0?dg:0, |
2525 | int bonus=dg>0?dg:0, |
2526 | penalty=dg<0?-dg:0; |
2526 | penalty=dg<0?-dg:0; |
2527 | #else |
2527 | #else |
2528 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2528 | int bonus=op->contr->digestion>0?op->contr->digestion:0, |
2529 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
2529 | penalty=op->contr->digestion<0?-op->contr->digestion:0; |
2530 | #endif |
2530 | #endif |
2531 | |
2531 | |
2532 | if(op->contr->gen_hp > 0) |
2532 | if(op->contr->gen_hp > 0) |
2533 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2533 | op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); |
2534 | else |
2534 | else |
2535 | op->last_eat=25*(1+bonus)/(penalty +1); |
2535 | op->last_eat=25*(1+bonus)/(penalty +1); |
2536 | /* dms do not consume food */ |
2536 | /* dms do not consume food */ |
2537 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2537 | if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; |
2538 | } |
2538 | } |
2539 | } |
2539 | } |
2540 | |
2540 | |
2541 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2541 | if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { |
2542 | object *tmp, *flesh=NULL; |
2542 | object *tmp, *flesh=NULL; |
2543 | |
2543 | |
2544 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2544 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { |
2545 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2545 | if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { |
2546 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2546 | if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { |
2547 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2547 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2548 | manual_apply(op,tmp,0); |
2548 | manual_apply(op,tmp,0); |
2549 | if(op->stats.food>=0||op->stats.hp<0) |
2549 | if(op->stats.food>=0||op->stats.hp<0) |
2550 | break; |
2550 | break; |
2551 | } |
2551 | } |
2552 | else if (tmp->type==FLESH) flesh=tmp; |
2552 | else if (tmp->type==FLESH) flesh=tmp; |
2553 | } /* End if paid for object */ |
2553 | } /* End if paid for object */ |
2554 | } /* end of for loop */ |
2554 | } /* end of for loop */ |
2555 | /* If player is still starving, it means they don't have any food, so |
2555 | /* If player is still starving, it means they don't have any food, so |
2556 | * eat flesh instead. |
2556 | * eat flesh instead. |
2557 | */ |
2557 | */ |
2558 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2558 | if (op->stats.food<0 && op->stats.hp>=0 && flesh) { |
2559 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2559 | new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); |
2560 | manual_apply(op,flesh,0); |
2560 | manual_apply(op,flesh,0); |
2561 | } |
2561 | } |
2562 | } /* end if player is starving */ |
2562 | } /* end if player is starving */ |
2563 | |
2563 | |
2564 | while(op->stats.food<0&&op->stats.hp>0) |
2564 | while(op->stats.food<0&&op->stats.hp>0) |
2565 | op->stats.food++,op->stats.hp--; |
2565 | op->stats.food++,op->stats.hp--; |
2566 | |
2566 | |
2567 | if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2567 | if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) |
2568 | kill_player(op); |
2568 | kill_player(op); |
2569 | } |
2569 | } |
2570 | |
2570 | |
2571 | |
2571 | |
2572 | |
2572 | |
2573 | /* If the player should die (lack of hp, food, etc), we call this. |
2573 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2588 | int will_kill_again; |
2588 | int will_kill_again; |
2589 | archetype *at; |
2589 | archetype *at; |
2590 | object *tmp; |
2590 | object *tmp; |
2591 | |
2591 | |
2592 | if(save_life(op)) |
2592 | if(save_life(op)) |
2593 | return; |
2593 | return; |
2594 | |
2594 | |
2595 | |
2595 | |
2596 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2596 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2597 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2597 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2598 | * Look at op_on_battleground() for more info --AndreasV |
2598 | * Look at op_on_battleground() for more info --AndreasV |
2599 | */ |
2599 | */ |
2600 | if (op_on_battleground(op, &x, &y)) { |
2600 | if (op_on_battleground(op, &x, &y)) { |
2601 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2601 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2602 | "You have been defeated in combat!"); |
2602 | "You have been defeated in combat!"); |
2603 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2603 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, |
2604 | "Local medics have saved your life..."); |
2604 | "Local medics have saved your life..."); |
2605 | |
2605 | |
2606 | /* restore player */ |
2606 | /* restore player */ |
2607 | at = find_archetype("poisoning"); |
2607 | at = find_archetype("poisoning"); |
2608 | tmp=present_arch_in_ob(at,op); |
2608 | tmp=present_arch_in_ob(at,op); |
2609 | if (tmp) { |
2609 | if (tmp) { |
2610 | remove_ob(tmp); |
2610 | remove_ob(tmp); |
2611 | free_object(tmp); |
2611 | free_object(tmp); |
2612 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2612 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2613 | } |
2613 | } |
2614 | |
2614 | |
2615 | at = find_archetype("confusion"); |
2615 | at = find_archetype("confusion"); |
2616 | tmp=present_arch_in_ob(at,op); |
2616 | tmp=present_arch_in_ob(at,op); |
2617 | if (tmp) { |
2617 | if (tmp) { |
2618 | remove_ob(tmp); |
2618 | remove_ob(tmp); |
2619 | free_object(tmp); |
2619 | free_object(tmp); |
2620 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2620 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2621 | } |
2621 | } |
2622 | |
2622 | |
2623 | cure_disease(op,0); /* remove any disease */ |
2623 | cure_disease(op,0); /* remove any disease */ |
2624 | op->stats.hp=op->stats.maxhp; |
2624 | op->stats.hp=op->stats.maxhp; |
2625 | if (op->stats.food<=0) op->stats.food=999; |
2625 | if (op->stats.food<=0) op->stats.food=999; |
2626 | |
2626 | |
2627 | /* create a bodypart-trophy to make the winner happy */ |
2627 | /* create a bodypart-trophy to make the winner happy */ |
2628 | tmp=arch_to_object(find_archetype("finger")); |
2628 | tmp=arch_to_object(find_archetype("finger")); |
2629 | if (tmp != NULL) |
2629 | if (tmp != NULL) |
2630 | { |
2630 | { |
2631 | sprintf(buf,"%s's finger",op->name); |
2631 | sprintf(buf,"%s's finger",op->name); |
2632 | tmp->name = add_string(buf); |
2632 | tmp->name = add_string(buf); |
2633 | sprintf(buf," This finger has been cut off %s\n" |
2633 | sprintf(buf," This finger has been cut off %s\n" |
2634 | " the %s, when he was defeated at\n level %d by %s.\n", |
2634 | " the %s, when he was defeated at\n level %d by %s.\n", |
2635 | op->name, op->contr->title, (int)(op->level), |
2635 | op->name, op->contr->title, (int)(op->level), |
2636 | op->contr->killer); |
2636 | op->contr->killer); |
2637 | tmp->msg=add_string(buf); |
2637 | tmp->msg=add_string(buf); |
2638 | tmp->value=0, tmp->material=0, tmp->type=0; |
2638 | tmp->value=0, tmp->material=0, tmp->type=0; |
2639 | tmp->materialname = NULL; |
2639 | tmp->materialname = NULL; |
2640 | tmp->x = op->x, tmp->y = op->y; |
2640 | tmp->x = op->x, tmp->y = op->y; |
2641 | insert_ob_in_map(tmp,op->map,op,0); |
2641 | insert_ob_in_map(tmp,op->map,op,0); |
2642 | } |
2642 | } |
2643 | |
2643 | |
2644 | /* teleport defeated player to new destination*/ |
2644 | /* teleport defeated player to new destination*/ |
2645 | transfer_ob(op, x, y, 0, NULL); |
2645 | transfer_ob(op, x, y, 0, NULL); |
2646 | op->contr->braced=0; |
2646 | op->contr->braced=0; |
2647 | return; |
2647 | return; |
2648 | } |
2648 | } |
2649 | |
2649 | |
2650 | INVOKE_PLAYER (DEATH, op->contr); |
2650 | INVOKE_PLAYER (DEATH, op->contr); |
2651 | |
2651 | |
2652 | command_kill_pets (op, 0); |
2652 | command_kill_pets (op, 0); |
2653 | |
2653 | |
2654 | if(op->stats.food<0) { |
2654 | if(op->stats.food<0) { |
2655 | if (op->contr->explore) { |
2655 | if (op->contr->explore) { |
2656 | new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
2656 | new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); |
2657 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2657 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2658 | op->stats.food=999; |
2658 | op->stats.food=999; |
2659 | return; |
2659 | return; |
2660 | } |
2660 | } |
2661 | sprintf(buf,"%s starved to death.",op->name); |
2661 | sprintf(buf,"%s starved to death.",op->name); |
2662 | strcpy(op->contr->killer,"starvation"); |
2662 | strcpy(op->contr->killer,"starvation"); |
2663 | } |
2663 | } |
2664 | else { |
2664 | else { |
2665 | if (op->contr->explore) { |
2665 | if (op->contr->explore) { |
2666 | new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
2666 | new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); |
2667 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2667 | new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); |
2668 | op->stats.hp=op->stats.maxhp; |
2668 | op->stats.hp=op->stats.maxhp; |
2669 | return; |
2669 | return; |
2670 | } |
2670 | } |
2671 | sprintf(buf,"%s died.",op->name); |
2671 | sprintf(buf,"%s died.",op->name); |
2672 | } |
2672 | } |
2673 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
2673 | play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); |
2674 | |
2674 | |
2675 | /* save the map location for corpse, gravestone*/ |
2675 | /* save the map location for corpse, gravestone*/ |
2676 | x=op->x;y=op->y;map=op->map; |
2676 | x=op->x;y=op->y;map=op->map; |
2677 | |
2677 | |
2678 | |
2678 | |
2679 | if (settings.not_permadeth == TRUE) { |
2679 | if (settings.not_permadeth == TRUE) { |
2680 | /* NOT_PERMADEATH code. This basically brings the character back to |
2680 | /* NOT_PERMADEATH code. This basically brings the character back to |
2681 | * life if they are dead - it takes some exp and a random stat. |
2681 | * life if they are dead - it takes some exp and a random stat. |
2682 | * See the config.h file for a little more in depth detail about this. |
2682 | * See the config.h file for a little more in depth detail about this. |
2683 | */ |
2683 | */ |
2684 | |
2684 | |
2685 | /* Basically two ways to go - remove a stat permanently, or just |
2685 | /* Basically two ways to go - remove a stat permanently, or just |
2686 | * make it depletion. This bunch of code deals with that aspect |
2686 | * make it depletion. This bunch of code deals with that aspect |
2687 | * of death. |
2687 | * of death. |
2688 | */ |
2688 | */ |
2689 | #ifndef COZY_SERVER |
2689 | #ifndef COZY_SERVER |
2690 | if (settings.balanced_stat_loss) { |
2690 | if (settings.balanced_stat_loss) { |
2691 | /* If stat loss is permanent, lose one stat only. */ |
2691 | /* If stat loss is permanent, lose one stat only. */ |
2692 | /* Lower level chars don't lose as many stats because they suffer |
2692 | /* Lower level chars don't lose as many stats because they suffer |
2693 | more if they do. */ |
2693 | more if they do. */ |
2694 | /* Higher level characters can afford things such as potions of |
2694 | /* Higher level characters can afford things such as potions of |
2695 | restoration, or better, stat potions. So we slug them that |
2695 | restoration, or better, stat potions. So we slug them that |
2696 | little bit harder. */ |
2696 | little bit harder. */ |
2697 | /* GD */ |
2697 | /* GD */ |
2698 | if (settings.stat_loss_on_death) |
2698 | if (settings.stat_loss_on_death) |
2699 | num_stats_lose = 1; |
2699 | num_stats_lose = 1; |
2700 | else |
2700 | else |
2701 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
2701 | num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; |
2702 | } else { |
2702 | } else { |
2703 | num_stats_lose = 1; |
2703 | num_stats_lose = 1; |
2704 | } |
2704 | } |
2705 | lost_a_stat = 0; |
2705 | lost_a_stat = 0; |
2706 | |
2706 | |
2707 | for (z=0; z<num_stats_lose; z++) { |
2707 | for (z=0; z<num_stats_lose; z++) { |
2708 | i = RANDOM() % NUM_STATS; |
2708 | i = RANDOM() % NUM_STATS; |
2709 | |
2709 | |
2710 | if (settings.stat_loss_on_death) { |
2710 | if (settings.stat_loss_on_death) { |
2711 | /* Pick a random stat and take a point off it. Tell the player |
2711 | /* Pick a random stat and take a point off it. Tell the player |
2712 | * what he lost. |
2712 | * what he lost. |
2713 | */ |
2713 | */ |
2714 | change_attr_value(&(op->stats), i,-1); |
2714 | change_attr_value(&(op->stats), i,-1); |
2715 | check_stat_bounds(&(op->stats)); |
2715 | check_stat_bounds(&(op->stats)); |
2716 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2716 | change_attr_value(&(op->contr->orig_stats), i,-1); |
2717 | check_stat_bounds(&(op->contr->orig_stats)); |
2717 | check_stat_bounds(&(op->contr->orig_stats)); |
2718 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2718 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2719 | lost_a_stat = 1; |
2719 | lost_a_stat = 1; |
2720 | } else { |
2720 | } else { |
2721 | /* deplete a stat */ |
2721 | /* deplete a stat */ |
2722 | archetype *deparch=find_archetype("depletion"); |
2722 | archetype *deparch=find_archetype("depletion"); |
2723 | object *dep; |
2723 | object *dep; |
2724 | |
2724 | |
2725 | dep = present_arch_in_ob(deparch,op); |
2725 | dep = present_arch_in_ob(deparch,op); |
2726 | if(!dep) { |
2726 | if(!dep) { |
2727 | dep = arch_to_object(deparch); |
2727 | dep = arch_to_object(deparch); |
2728 | insert_ob_in_ob(dep, op); |
2728 | insert_ob_in_ob(dep, op); |
2729 | } |
2729 | } |
2730 | lose_this_stat = 1; |
2730 | lose_this_stat = 1; |
2731 | if (settings.balanced_stat_loss) { |
2731 | if (settings.balanced_stat_loss) { |
2732 | /* GD */ |
2732 | /* GD */ |
2733 | /* Get the stat that we're about to deplete. */ |
2733 | /* Get the stat that we're about to deplete. */ |
2734 | this_stat = get_attr_value(&(dep->stats), i); |
2734 | this_stat = get_attr_value(&(dep->stats), i); |
2735 | if (this_stat < 0) { |
2735 | if (this_stat < 0) { |
2736 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
2736 | int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; |
2737 | int keep_chance = this_stat * this_stat; |
2737 | int keep_chance = this_stat * this_stat; |
2738 | /* Yes, I am paranoid. Sue me. */ |
2738 | /* Yes, I am paranoid. Sue me. */ |
2739 | if (keep_chance < 1) |
2739 | if (keep_chance < 1) |
2740 | keep_chance = 1; |
2740 | keep_chance = 1; |
2741 | |
2741 | |
2742 | /* There is a maximum depletion total per level. */ |
2742 | /* There is a maximum depletion total per level. */ |
2743 | if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
2743 | if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { |
2744 | lose_this_stat = 0; |
2744 | lose_this_stat = 0; |
2745 | /* Take loss chance vs keep chance to see if we |
2745 | /* Take loss chance vs keep chance to see if we |
2746 | retain the stat. */ |
2746 | retain the stat. */ |
2747 | } else { |
2747 | } else { |
2748 | if (random_roll(0, loss_chance + keep_chance-1, |
2748 | if (random_roll(0, loss_chance + keep_chance-1, |
2749 | op, PREFER_LOW) < keep_chance) |
2749 | op, PREFER_LOW) < keep_chance) |
2750 | lose_this_stat = 0; |
2750 | lose_this_stat = 0; |
2751 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
2751 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
2752 | this_stat, keep_chance, loss_chance, |
2752 | this_stat, keep_chance, loss_chance, |
2753 | lose_this_stat?"LOSE":"KEEP"); */ |
2753 | lose_this_stat?"LOSE":"KEEP"); */ |
2754 | } |
2754 | } |
2755 | } |
2755 | } |
2756 | } |
2756 | } |
2757 | |
2757 | |
2758 | if (lose_this_stat) { |
2758 | if (lose_this_stat) { |
2759 | this_stat = get_attr_value(&(dep->stats), i); |
2759 | this_stat = get_attr_value(&(dep->stats), i); |
2760 | /* We could try to do something clever like find another |
2760 | /* We could try to do something clever like find another |
2761 | * stat to reduce if this fails. But chances are, if |
2761 | * stat to reduce if this fails. But chances are, if |
2762 | * stats have been depleted to -50, all are pretty low |
2762 | * stats have been depleted to -50, all are pretty low |
2763 | * and should be roughly the same, so it shouldn't make a |
2763 | * and should be roughly the same, so it shouldn't make a |
2764 | * difference. |
2764 | * difference. |
2765 | */ |
2765 | */ |
2766 | if (this_stat>=-50) { |
2766 | if (this_stat>=-50) { |
2767 | change_attr_value(&(dep->stats), i, -1); |
2767 | change_attr_value(&(dep->stats), i, -1); |
2768 | SET_FLAG(dep, FLAG_APPLIED); |
2768 | SET_FLAG(dep, FLAG_APPLIED); |
2769 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2769 | new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); |
2770 | fix_player(op); |
2770 | fix_player(op); |
2771 | lost_a_stat = 1; |
2771 | lost_a_stat = 1; |
2772 | } |
2772 | } |
2773 | } |
2773 | } |
2774 | } |
2774 | } |
2775 | } |
2775 | } |
2776 | /* If no stat lost, tell the player. */ |
2776 | /* If no stat lost, tell the player. */ |
2777 | if (!lost_a_stat) |
2777 | if (!lost_a_stat) |
2778 | { |
2778 | { |
2779 | /* determine_god() seems to not work sometimes... why is this? |
2779 | /* determine_god() seems to not work sometimes... why is this? |
2780 | Should I be using something else? GD */ |
2780 | Should I be using something else? GD */ |
2781 | const char *god = determine_god(op); |
2781 | const char *god = determine_god(op); |
2782 | if (god && (strcmp(god, "none"))) |
2782 | if (god && (strcmp(god, "none"))) |
2783 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2783 | new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " |
2784 | "moment you feel the holy presence of %s protecting" |
2784 | "moment you feel the holy presence of %s protecting" |
2785 | " you.", god); |
2785 | " you.", god); |
2786 | else |
2786 | else |
2787 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2787 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2788 | " feel a holy presence protecting you."); |
2788 | " feel a holy presence protecting you."); |
2789 | } |
2789 | } |
2790 | #endif |
2790 | #endif |
2791 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2791 | new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" |
2792 | " feel a holy presence protecting you from losing yourself completely."); |
2792 | " feel a holy presence protecting you from losing yourself completely."); |
2793 | |
2793 | |
2794 | /* Put a gravestone up where the character 'almost' died. List the |
2794 | /* Put a gravestone up where the character 'almost' died. List the |
2795 | * exp loss on the stone. |
2795 | * exp loss on the stone. |
2796 | */ |
2796 | */ |
2797 | tmp=arch_to_object(find_archetype("gravestone")); |
2797 | tmp=arch_to_object(find_archetype("gravestone")); |
2798 | sprintf(buf,"%s's gravestone",op->name); |
2798 | sprintf(buf,"%s's gravestone",op->name); |
2799 | FREE_AND_COPY(tmp->name, buf); |
2799 | FREE_AND_COPY(tmp->name, buf); |
2800 | sprintf(buf,"%s's gravestones",op->name); |
2800 | sprintf(buf,"%s's gravestones",op->name); |
2801 | FREE_AND_COPY(tmp->name_pl, buf); |
2801 | FREE_AND_COPY(tmp->name_pl, buf); |
2802 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
2802 | sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" |
2803 | "who was killed\n" |
2803 | "who was killed\n" |
2804 | "by %s.\n", |
2804 | "by %s.\n", |
2805 | op->name, op->contr->title, |
2805 | op->name, op->contr->title, |
2806 | op->contr->killer); |
2806 | op->contr->killer); |
2807 | tmp->msg = add_string(buf); |
2807 | tmp->msg = add_string(buf); |
2808 | tmp->x=op->x,tmp->y=op->y; |
2808 | tmp->x=op->x,tmp->y=op->y; |
2809 | insert_ob_in_map (tmp, op->map, NULL,0); |
2809 | insert_ob_in_map (tmp, op->map, NULL,0); |
2810 | |
2810 | |
2811 | /**************************************/ |
2811 | /**************************************/ |
2812 | /* */ |
2812 | /* */ |
2813 | /* Subtract the experience points, */ |
2813 | /* Subtract the experience points, */ |
2814 | /* if we died cause of food, give us */ |
2814 | /* if we died cause of food, give us */ |
2815 | /* food, and reset HP's... */ |
2815 | /* food, and reset HP's... */ |
2816 | /* */ |
2816 | /* */ |
2817 | /**************************************/ |
2817 | /**************************************/ |
2818 | |
2818 | |
2819 | /* remove any poisoning and confusion the character may be suffering.*/ |
2819 | /* remove any poisoning and confusion the character may be suffering.*/ |
2820 | /* restore player */ |
2820 | /* restore player */ |
2821 | at = find_archetype("poisoning"); |
2821 | at = find_archetype("poisoning"); |
2822 | tmp=present_arch_in_ob(at,op); |
2822 | tmp=present_arch_in_ob(at,op); |
2823 | if (tmp) { |
2823 | if (tmp) { |
2824 | remove_ob(tmp); |
2824 | remove_ob(tmp); |
2825 | free_object(tmp); |
2825 | free_object(tmp); |
2826 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2826 | new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); |
2827 | } |
2827 | } |
2828 | |
2828 | |
2829 | at = find_archetype("confusion"); |
2829 | at = find_archetype("confusion"); |
2830 | tmp=present_arch_in_ob(at,op); |
2830 | tmp=present_arch_in_ob(at,op); |
2831 | if (tmp) { |
2831 | if (tmp) { |
2832 | remove_ob(tmp); |
2832 | remove_ob(tmp); |
2833 | free_object(tmp); |
2833 | free_object(tmp); |
2834 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2834 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
2835 | } |
2835 | } |
2836 | cure_disease(op,0); /* remove any disease */ |
2836 | cure_disease(op,0); /* remove any disease */ |
2837 | |
2837 | |
2838 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2838 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2839 | apply_death_exp_penalty(op); |
2839 | apply_death_exp_penalty(op); |
2840 | if(op->stats.food < 100) op->stats.food = 900; |
2840 | if(op->stats.food < 100) op->stats.food = 900; |
2841 | op->stats.hp = op->stats.maxhp; |
2841 | op->stats.hp = op->stats.maxhp; |
2842 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
2842 | op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); |
2843 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
2843 | op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); |
2844 | |
2844 | |
2845 | /* |
2845 | /* |
2846 | * Check to see if the player is in a shop. IF so, then check to see if |
2846 | * Check to see if the player is in a shop. IF so, then check to see if |
2847 | * the player has any unpaid items. If so, remove them and put them back |
2847 | * the player has any unpaid items. If so, remove them and put them back |
2848 | * in the map. |
2848 | * in the map. |
2849 | */ |
2849 | */ |
2850 | |
2850 | |
2851 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2851 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2852 | if (tmp->type == SHOP_FLOOR) { |
2852 | if (tmp->type == SHOP_FLOOR) { |
2853 | remove_unpaid_objects(op->inv, op); |
2853 | remove_unpaid_objects(op->inv, op); |
2854 | break; |
2854 | break; |
2855 | } |
2855 | } |
2856 | } |
2856 | } |
2857 | |
2857 | |
2858 | |
2858 | |
2859 | /****************************************/ |
2859 | /****************************************/ |
2860 | /* */ |
2860 | /* */ |
2861 | /* Move player to his current respawn- */ |
2861 | /* Move player to his current respawn- */ |
2862 | /* position (usually last savebed) */ |
2862 | /* position (usually last savebed) */ |
2863 | /* */ |
2863 | /* */ |
2864 | /****************************************/ |
2864 | /****************************************/ |
2865 | |
2865 | |
2866 | enter_player_savebed(op); |
2866 | enter_player_savebed(op); |
2867 | |
2867 | |
2868 | /* Save the player before inserting the force to reduce |
2868 | /* Save the player before inserting the force to reduce |
2869 | * chance of abuse. |
2869 | * chance of abuse. |
2870 | */ |
2870 | */ |
2871 | op->contr->braced=0; |
2871 | op->contr->braced=0; |
2872 | save_player(op,1); |
2872 | save_player(op,1); |
2873 | |
2873 | |
2874 | /* it is possible that the player has blown something up |
2874 | /* it is possible that the player has blown something up |
2875 | * at his savebed location, and that can have long lasting |
2875 | * at his savebed location, and that can have long lasting |
2876 | * spell effects. So first see if there is a spell effect |
2876 | * spell effects. So first see if there is a spell effect |
2877 | * on the space that might harm the player. |
2877 | * on the space that might harm the player. |
2878 | */ |
2878 | */ |
2879 | will_kill_again=0; |
2879 | will_kill_again=0; |
2880 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2880 | for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { |
2881 | if (tmp->type ==SPELL_EFFECT) |
2881 | if (tmp->type ==SPELL_EFFECT) |
2882 | will_kill_again|=tmp->attacktype; |
2882 | will_kill_again|=tmp->attacktype; |
2883 | } |
2883 | } |
2884 | if (will_kill_again) { |
2884 | if (will_kill_again) { |
2885 | object *force; |
2885 | object *force; |
2886 | int at; |
2886 | int at; |
2887 | |
2887 | |
2888 | force=get_archetype(FORCE_NAME); |
2888 | force=get_archetype(FORCE_NAME); |
2889 | /* 50 ticks should be enough time for the spell to abate */ |
2889 | /* 50 ticks should be enough time for the spell to abate */ |
2890 | force->speed=0.1; |
2890 | force->speed=0.1; |
2891 | force->speed_left=-5.0; |
2891 | force->speed_left=-5.0; |
2892 | SET_FLAG(force, FLAG_APPLIED); |
2892 | SET_FLAG(force, FLAG_APPLIED); |
2893 | for (at=0; at<NROFATTACKS; at++) { |
2893 | for (at=0; at<NROFATTACKS; at++) { |
2894 | if (will_kill_again & (1 << at)) |
2894 | if (will_kill_again & (1 << at)) |
2895 | force->resist[at] = 100; |
2895 | force->resist[at] = 100; |
2896 | } |
2896 | } |
2897 | insert_ob_in_ob(force, op); |
2897 | insert_ob_in_ob(force, op); |
2898 | fix_player(op); |
2898 | fix_player(op); |
2899 | |
2899 | |
2900 | } |
2900 | } |
2901 | /**************************************/ |
2901 | /**************************************/ |
2902 | /* */ |
2902 | /* */ |
2903 | /* Repaint the characters inv, and */ |
2903 | /* Repaint the characters inv, and */ |
2904 | /* stats, and show a nasty message ;) */ |
2904 | /* stats, and show a nasty message ;) */ |
2905 | /* */ |
2905 | /* */ |
2906 | /**************************************/ |
2906 | /**************************************/ |
2907 | |
2907 | |
2908 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
2908 | new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); |
2909 | return; |
2909 | return; |
2910 | } /* NOT_PERMADETH */ |
2910 | } /* NOT_PERMADETH */ |
2911 | else { |
2911 | else { |
2912 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
2912 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
2913 | * should probably be embedded in an else statement. |
2913 | * should probably be embedded in an else statement. |
2914 | */ |
2914 | */ |
2915 | |
2915 | |
2916 | op->contr->party=NULL; |
2916 | op->contr->party=NULL; |
2917 | if (settings.set_title == TRUE) |
2917 | if (settings.set_title == TRUE) |
2918 | op->contr->own_title[0]='\0'; |
2918 | op->contr->own_title[0]='\0'; |
2919 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
2919 | new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf); |
2920 | check_score(op); |
2920 | check_score(op); |
2921 | if(op->contr->ranges[range_golem]!=NULL) { |
2921 | if(op->contr->ranges[range_golem]!=NULL) { |
2922 | remove_friendly_object(op->contr->ranges[range_golem]); |
2922 | remove_friendly_object(op->contr->ranges[range_golem]); |
2923 | remove_ob(op->contr->ranges[range_golem]); |
2923 | remove_ob(op->contr->ranges[range_golem]); |
2924 | free_object(op->contr->ranges[range_golem]); |
2924 | free_object(op->contr->ranges[range_golem]); |
2925 | op->contr->ranges[range_golem]=NULL; |
2925 | op->contr->ranges[range_golem]=NULL; |
2926 | op->contr->golem_count=0; |
2926 | op->contr->golem_count=0; |
2927 | } |
2927 | } |
2928 | loot_object(op); /* Remove some of the items for good */ |
2928 | loot_object(op); /* Remove some of the items for good */ |
2929 | remove_ob(op); |
2929 | remove_ob(op); |
2930 | op->direction=0; |
2930 | op->direction=0; |
2931 | |
2931 | |
2932 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
2932 | if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) { |
2933 | delete_character(op->name,0); |
2933 | delete_character(op->name,0); |
2934 | if (settings.resurrection == TRUE) { |
2934 | if (settings.resurrection == TRUE) { |
2935 | /* save playerfile sans equipment when player dies |
2935 | /* save playerfile sans equipment when player dies |
2936 | ** then save it as player.pl.dead so that future resurrection |
2936 | ** then save it as player.pl.dead so that future resurrection |
2937 | ** type spells will work on them nicely |
2937 | ** type spells will work on them nicely |
2938 | */ |
2938 | */ |
2939 | delete_character(op->name,0); |
2939 | delete_character(op->name,0); |
2940 | op->stats.hp = op->stats.maxhp; |
2940 | op->stats.hp = op->stats.maxhp; |
2941 | op->stats.food = 999; |
2941 | op->stats.food = 999; |
2942 | |
2942 | |
2943 | /* set the location of where the person will reappear when */ |
2943 | /* set the location of where the person will reappear when */ |
2944 | /* maybe resurrection code should fix map also */ |
2944 | /* maybe resurrection code should fix map also */ |
2945 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
2945 | strcpy(op->contr->maplevel, settings.emergency_mapname); |
2946 | if(op->map!=NULL) |
2946 | if(op->map!=NULL) |
2947 | op->map = NULL; |
2947 | op->map = NULL; |
2948 | op->x = settings.emergency_x; |
2948 | op->x = settings.emergency_x; |
2949 | op->y = settings.emergency_y; |
2949 | op->y = settings.emergency_y; |
2950 | save_player(op,0); |
2950 | save_player(op,0); |
2951 | op->map = map; |
2951 | op->map = map; |
2952 | /* please see resurrection.c: peterm */ |
2952 | /* please see resurrection.c: peterm */ |
2953 | dead_player(op); |
2953 | dead_player(op); |
2954 | } else { |
2954 | } else { |
2955 | delete_character(op->name,1); |
2955 | delete_character(op->name,1); |
2956 | } |
2956 | } |
2957 | } |
2957 | } |
2958 | play_again(op); |
2958 | play_again(op); |
2959 | |
2959 | |
2960 | /* peterm: added to create a corpse at deathsite. */ |
2960 | /* peterm: added to create a corpse at deathsite. */ |
2961 | tmp=arch_to_object(find_archetype("corpse_pl")); |
2961 | tmp=arch_to_object(find_archetype("corpse_pl")); |
2962 | sprintf(buf,"%s", op->name); |
2962 | sprintf(buf,"%s", op->name); |
2963 | FREE_AND_COPY(tmp->name, buf); |
2963 | FREE_AND_COPY(tmp->name, buf); |
2964 | FREE_AND_COPY(tmp->name_pl, buf); |
2964 | FREE_AND_COPY(tmp->name_pl, buf); |
2965 | tmp->level=op->level; |
2965 | tmp->level=op->level; |
2966 | tmp->x=x;tmp->y=y; |
2966 | tmp->x=x;tmp->y=y; |
2967 | if (tmp->msg) |
2967 | if (tmp->msg) |
2968 | free_string(tmp->msg); |
2968 | free_string(tmp->msg); |
2969 | tmp->msg = add_string (gravestone_text(op)); |
2969 | tmp->msg = add_string (gravestone_text(op)); |
2970 | SET_FLAG (tmp, FLAG_UNIQUE); |
2970 | SET_FLAG (tmp, FLAG_UNIQUE); |
2971 | insert_ob_in_map (tmp, map, NULL,0); |
2971 | insert_ob_in_map (tmp, map, NULL,0); |
2972 | } |
2972 | } |
2973 | } |
2973 | } |
2974 | |
2974 | |
2975 | |
2975 | |
2976 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
2976 | void loot_object(object *op) { /* Grab and destroy some treasure */ |
… | |
… | |
2984 | next=tmp->below; |
2984 | next=tmp->below; |
2985 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
2985 | if (tmp->type==EXPERIENCE || tmp->invisible) continue; |
2986 | remove_ob(tmp); |
2986 | remove_ob(tmp); |
2987 | tmp->x=op->x,tmp->y=op->y; |
2987 | tmp->x=op->x,tmp->y=op->y; |
2988 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
2988 | if (tmp->type == CONTAINER) { /* empty container to ground */ |
2989 | loot_object(tmp); |
2989 | loot_object(tmp); |
2990 | } |
2990 | } |
2991 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
2991 | if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) |
2992 | || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
2992 | || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { |
2993 | if(tmp->nrof>1) { |
2993 | if(tmp->nrof>1) { |
2994 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
2994 | tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); |
2995 | free_object(tmp2); |
2995 | free_object(tmp2); |
2996 | insert_ob_in_map(tmp,op->map,NULL,0); |
2996 | insert_ob_in_map(tmp,op->map,NULL,0); |
2997 | } else |
2997 | } else |
2998 | free_object(tmp); |
2998 | free_object(tmp); |
2999 | } else |
2999 | } else |
3000 | insert_ob_in_map(tmp,op->map,NULL,0); |
3000 | insert_ob_in_map(tmp,op->map,NULL,0); |
3001 | } |
3001 | } |
3002 | } |
3002 | } |
3003 | |
3003 | |
… | |
… | |
3013 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
3013 | int old = pl->ob->carrying, sum = sum_weight(pl->ob); |
3014 | if(old == sum) |
3014 | if(old == sum) |
3015 | continue; |
3015 | continue; |
3016 | fix_player(pl->ob); |
3016 | fix_player(pl->ob); |
3017 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
3017 | LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", |
3018 | pl->ob->name, old, sum); |
3018 | pl->ob->name, old, sum); |
3019 | } |
3019 | } |
3020 | } |
3020 | } |
3021 | |
3021 | |
3022 | void fix_luck(void) { |
3022 | void fix_luck(void) { |
3023 | player *pl; |
3023 | player *pl; |
… | |
… | |
3071 | |
3071 | |
3072 | void make_visible (object *op) { |
3072 | void make_visible (object *op) { |
3073 | op->hide = 0; |
3073 | op->hide = 0; |
3074 | op->invisible = 0; |
3074 | op->invisible = 0; |
3075 | if(op->type==PLAYER) { |
3075 | if(op->type==PLAYER) { |
3076 | op->contr->tmp_invis = 0; |
3076 | op->contr->tmp_invis = 0; |
3077 | if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
3077 | if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
3078 | } |
3078 | } |
3079 | update_object(op,UP_OBJ_FACE); |
3079 | update_object(op,UP_OBJ_FACE); |
3080 | } |
3080 | } |
3081 | |
3081 | |
3082 | int is_true_undead(object *op) { |
3082 | int is_true_undead(object *op) { |
… | |
… | |
3085 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
3085 | if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; |
3086 | |
3086 | |
3087 | if(op->type==PLAYER) |
3087 | if(op->type==PLAYER) |
3088 | for(tmp=op->inv;tmp;tmp=tmp->below) |
3088 | for(tmp=op->inv;tmp;tmp=tmp->below) |
3089 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
3089 | if(tmp->type==EXPERIENCE && tmp->stats.Wis) |
3090 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
3090 | if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; |
3091 | return 0; |
3091 | return 0; |
3092 | } |
3092 | } |
3093 | |
3093 | |
3094 | /* look at the surrounding terrain to determine |
3094 | /* look at the surrounding terrain to determine |
3095 | * the hideability of this object. Positive levels |
3095 | * the hideability of this object. Positive levels |
… | |
… | |
3110 | * as bad as carrying a light on a pitch dark map */ |
3110 | * as bad as carrying a light on a pitch dark map */ |
3111 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
3111 | if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); |
3112 | |
3112 | |
3113 | /* scan through all nearby squares for terrain to hide in */ |
3113 | /* scan through all nearby squares for terrain to hide in */ |
3114 | for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
3114 | for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { |
3115 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
3115 | mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); |
3116 | if (mflag & P_OUT_OF_MAP) { continue; } |
3116 | if (mflag & P_OUT_OF_MAP) { continue; } |
3117 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3117 | if(mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3118 | level += 2; |
3118 | level += 2; |
3119 | else /* open terrain! */ |
3119 | else /* open terrain! */ |
3120 | level -= 1; |
3120 | level -= 1; |
3121 | } |
3121 | } |
3122 | |
3122 | |
3123 | #if 0 |
3123 | #if 0 |
3124 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
3124 | LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); |
3125 | #endif |
3125 | #endif |
… | |
… | |
3140 | |
3140 | |
3141 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
3141 | skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); |
3142 | |
3142 | |
3143 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3143 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3144 | if(op->type==PLAYER && op->contr->run_on) { |
3144 | if(op->type==PLAYER && op->contr->run_on) { |
3145 | if(!skop || num >= skop->level) { |
3145 | if(!skop || num >= skop->level) { |
3146 | new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
3146 | new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); |
3147 | make_visible(op); |
3147 | make_visible(op); |
3148 | return; |
3148 | return; |
3149 | } else num += 20; |
3149 | } else num += 20; |
3150 | } |
3150 | } |
3151 | num += op->map->difficulty; |
3151 | num += op->map->difficulty; |
3152 | hide = hideability(op); /* modify by terrain hidden level */ |
3152 | hide = hideability(op); /* modify by terrain hidden level */ |
3153 | num -= hide; |
3153 | num -= hide; |
3154 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
3154 | if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { |
3155 | make_visible(op); |
3155 | make_visible(op); |
3156 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
3156 | if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, |
3157 | "You moved out of hiding! You are visible!"); |
3157 | "You moved out of hiding! You are visible!"); |
3158 | } |
3158 | } |
3159 | else if (op->type == PLAYER && skop) { |
3159 | else if (op->type == PLAYER && skop) { |
3160 | change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
3160 | change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); |
3161 | } |
3161 | } |
3162 | } |
3162 | } |
3163 | |
3163 | |
3164 | /* determine if who is standing near a hostile creature. */ |
3164 | /* determine if who is standing near a hostile creature. */ |
3165 | |
3165 | |
… | |
… | |
3174 | if(who->type==PLAYER) player=1; |
3174 | if(who->type==PLAYER) player=1; |
3175 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
3175 | else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); |
3176 | |
3176 | |
3177 | /* search adjacent squares */ |
3177 | /* search adjacent squares */ |
3178 | for(i=1;i<9;i++) { |
3178 | for(i=1;i<9;i++) { |
3179 | x = who->x+freearr_x[i]; |
3179 | x = who->x+freearr_x[i]; |
3180 | y = who->y+freearr_y[i]; |
3180 | y = who->y+freearr_y[i]; |
3181 | m = who->map; |
3181 | m = who->map; |
3182 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
3182 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
3183 | /* space must be blocked if there is a monster. If not |
3183 | /* space must be blocked if there is a monster. If not |
3184 | * blocked, don't need to check this space. |
3184 | * blocked, don't need to check this space. |
3185 | */ |
3185 | */ |
3186 | if (mflags & P_OUT_OF_MAP) continue; |
3186 | if (mflags & P_OUT_OF_MAP) continue; |
3187 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
3187 | if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; |
3188 | |
3188 | |
3189 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
3189 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
3190 | if((player||friendly) |
3190 | if((player||friendly) |
3191 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
3191 | &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) |
3192 | return 1; |
3192 | return 1; |
3193 | else if(tmp->type==PLAYER) |
3193 | else if(tmp->type==PLAYER) |
3194 | { |
3194 | { |
3195 | /*don't let a hidden DM prevent you from hiding*/ |
3195 | /*don't let a hidden DM prevent you from hiding*/ |
3196 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3196 | if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3197 | return 1; |
3197 | return 1; |
3198 | } |
3198 | } |
3199 | } |
3199 | } |
3200 | } |
3200 | } |
3201 | return 0; |
3201 | return 0; |
3202 | } |
3202 | } |
3203 | |
3203 | |
3204 | /* check the player los field for viewability of the |
3204 | /* check the player los field for viewability of the |
… | |
… | |
3218 | int player_can_view (object *pl,object *op) { |
3218 | int player_can_view (object *pl,object *op) { |
3219 | rv_vector rv; |
3219 | rv_vector rv; |
3220 | int dx,dy; |
3220 | int dx,dy; |
3221 | |
3221 | |
3222 | if(pl->type!=PLAYER) { |
3222 | if(pl->type!=PLAYER) { |
3223 | LOG(llevError,"player_can_view() called for non-player object\n"); |
3223 | LOG(llevError,"player_can_view() called for non-player object\n"); |
3224 | return -1; |
3224 | return -1; |
3225 | } |
3225 | } |
3226 | if (!pl || !op) return 0; |
3226 | if (!pl || !op) return 0; |
3227 | |
3227 | |
3228 | if(op->head) { op = op->head; } |
3228 | if(op->head) { op = op->head; } |
3229 | get_rangevector(pl, op, &rv, 0x1); |
3229 | get_rangevector(pl, op, &rv, 0x1); |
… | |
… | |
3233 | * part that is in the los array but isnt on |
3233 | * part that is in the los array but isnt on |
3234 | * a blocked los square. |
3234 | * a blocked los square. |
3235 | * we use the archetype to figure out offsets. |
3235 | * we use the archetype to figure out offsets. |
3236 | */ |
3236 | */ |
3237 | while(op) { |
3237 | while(op) { |
3238 | dx = rv.distance_x + op->arch->clone.x; |
3238 | dx = rv.distance_x + op->arch->clone.x; |
3239 | dy = rv.distance_y + op->arch->clone.y; |
3239 | dy = rv.distance_y + op->arch->clone.y; |
3240 | |
3240 | |
3241 | /* only the viewable area the player sees is updated by LOS |
3241 | /* only the viewable area the player sees is updated by LOS |
3242 | * code, so we need to restrict ourselves to that range of values |
3242 | * code, so we need to restrict ourselves to that range of values |
3243 | * for any meaningful values. |
3243 | * for any meaningful values. |
3244 | */ |
3244 | */ |
3245 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
3245 | if (FABS(dx) <= (pl->contr->socket.mapx/2) && |
3246 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
3246 | FABS(dy) <= (pl->contr->socket.mapy/2) && |
3247 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
3247 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] ) |
3248 | return 1; |
3248 | return 1; |
3249 | op = op->more; |
3249 | op = op->more; |
3250 | } |
3250 | } |
3251 | return 0; |
3251 | return 0; |
3252 | } |
3252 | } |
3253 | |
3253 | |
3254 | /* routine for both players and monsters. We call this when |
3254 | /* routine for both players and monsters. We call this when |
… | |
… | |
3258 | * return 0. |
3258 | * return 0. |
3259 | */ |
3259 | */ |
3260 | int action_makes_visible (object *op) { |
3260 | int action_makes_visible (object *op) { |
3261 | |
3261 | |
3262 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3262 | if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { |
3263 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
3263 | if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) |
3264 | return 0; |
3264 | return 0; |
3265 | |
3265 | |
3266 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
3266 | if (op->contr && op->contr->tmp_invis == 0) return 0; |
3267 | |
3267 | |
3268 | /* If monsters, they should become visible */ |
3268 | /* If monsters, they should become visible */ |
3269 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
3269 | if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { |
3270 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
3270 | new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); |
3271 | return 1; |
3271 | return 1; |
3272 | } |
3272 | } |
3273 | } |
3273 | } |
3274 | return 0; |
3274 | return 0; |
3275 | } |
3275 | } |
3276 | |
3276 | |
3277 | /* op_on_battleground - checks if the given object op (usually |
3277 | /* op_on_battleground - checks if the given object op (usually |
… | |
… | |
3292 | * => The intention here is to prevent abuse of the battleground- |
3292 | * => The intention here is to prevent abuse of the battleground- |
3293 | * feature (like pickable or hidden battleground tiles). */ |
3293 | * feature (like pickable or hidden battleground tiles). */ |
3294 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3294 | for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { |
3295 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3295 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { |
3296 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3296 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3297 | strcmp(tmp->name, "battleground")==0 && |
3297 | strcmp(tmp->name, "battleground")==0 && |
3298 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3298 | tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { |
3299 | /*before we assign the exit, check if this is a teambattle*/ |
3299 | /*before we assign the exit, check if this is a teambattle*/ |
3300 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3300 | if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ |
3301 | object *invtmp; |
3301 | object *invtmp; |
3302 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3302 | for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { |
3303 | if(invtmp->type==FORCE && invtmp->slaying && |
3303 | if(invtmp->type==FORCE && invtmp->slaying && |
3304 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
3304 | !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ |
|
|
3305 | if (x != NULL && y != NULL) |
|
|
3306 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
|
|
3307 | return 1; |
|
|
3308 | } |
|
|
3309 | } |
|
|
3310 | } |
3305 | if (x != NULL && y != NULL) |
3311 | if (x != NULL && y != NULL) |
3306 | *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); |
3312 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
3307 | return 1; |
3313 | return 1; |
3308 | } |
|
|
3309 | } |
|
|
3310 | } |
|
|
3311 | if (x != NULL && y != NULL) |
|
|
3312 | *x=EXIT_X(tmp), *y=EXIT_Y(tmp); |
|
|
3313 | return 1; |
|
|
3314 | } |
3314 | } |
3315 | } |
3315 | } |
3316 | } |
3316 | } |
3317 | /* If we got here, did not find a battleground */ |
3317 | /* If we got here, did not find a battleground */ |
3318 | return 0; |
3318 | return 0; |
… | |
… | |
3335 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3335 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3336 | int i=0, j=0; |
3336 | int i=0, j=0; |
3337 | |
3337 | |
3338 | /* get the appropriate treasurelist */ |
3338 | /* get the appropriate treasurelist */ |
3339 | if (atnr == ATNR_FIRE) |
3339 | if (atnr == ATNR_FIRE) |
3340 | trlist = find_treasurelist("dragon_ability_fire"); |
3340 | trlist = find_treasurelist("dragon_ability_fire"); |
3341 | else if (atnr == ATNR_COLD) |
3341 | else if (atnr == ATNR_COLD) |
3342 | trlist = find_treasurelist("dragon_ability_cold"); |
3342 | trlist = find_treasurelist("dragon_ability_cold"); |
3343 | else if (atnr == ATNR_ELECTRICITY) |
3343 | else if (atnr == ATNR_ELECTRICITY) |
3344 | trlist = find_treasurelist("dragon_ability_elec"); |
3344 | trlist = find_treasurelist("dragon_ability_elec"); |
3345 | else if (atnr == ATNR_POISON) |
3345 | else if (atnr == ATNR_POISON) |
3346 | trlist = find_treasurelist("dragon_ability_poison"); |
3346 | trlist = find_treasurelist("dragon_ability_poison"); |
3347 | |
3347 | |
3348 | if (trlist == NULL || who->type != PLAYER) |
3348 | if (trlist == NULL || who->type != PLAYER) |
3349 | return; |
3349 | return; |
3350 | |
3350 | |
3351 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3351 | for (i=0, tr = trlist->items; tr != NULL && i<level-1; |
3352 | tr = tr->next, i++); |
3352 | tr = tr->next, i++); |
3353 | |
3353 | |
3354 | if (tr == NULL || tr->item == NULL) { |
3354 | if (tr == NULL || tr->item == NULL) { |
3355 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3355 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3356 | return; |
3356 | return; |
3357 | } |
3357 | } |
3358 | |
3358 | |
3359 | /* everything seems okay - now bring on the gift: */ |
3359 | /* everything seems okay - now bring on the gift: */ |
3360 | item = &(tr->item->clone); |
3360 | item = &(tr->item->clone); |
3361 | |
3361 | |
3362 | if (item->type == SPELL) { |
3362 | if (item->type == SPELL) { |
3363 | if (check_spell_known (who, item->name)) |
3363 | if (check_spell_known (who, item->name)) |
3364 | return; |
3364 | return; |
3365 | |
3365 | |
3366 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); |
3366 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); |
3367 | do_learn_spell (who, item, 0); |
3367 | do_learn_spell (who, item, 0); |
3368 | return; |
3368 | return; |
3369 | } |
3369 | } |
3370 | |
3370 | |
3371 | /* grant direct spell */ |
3371 | /* grant direct spell */ |
3372 | if (item->type == SPELLBOOK) { |
3372 | if (item->type == SPELLBOOK) { |
3373 | if (!item->inv) { |
3373 | if (!item->inv) { |
3374 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", |
3374 | LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", |
3375 | item->name); |
3375 | item->name); |
3376 | return; |
3376 | return; |
3377 | } |
3377 | } |
3378 | if (check_spell_known (who, item->inv->name)) |
3378 | if (check_spell_known (who, item->inv->name)) |
3379 | return; |
3379 | return; |
3380 | if (item->invisible) { |
3380 | if (item->invisible) { |
3381 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); |
3381 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); |
3382 | do_learn_spell (who, item->inv, 0); |
3382 | do_learn_spell (who, item->inv, 0); |
3383 | return; |
3383 | return; |
3384 | } |
3384 | } |
3385 | } |
3385 | } |
3386 | else if (item->type == SKILL_TOOL && item->invisible) { |
3386 | else if (item->type == SKILL_TOOL && item->invisible) { |
3387 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3387 | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
3388 | |
3388 | |
3389 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3389 | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3390 | * in this way, if the player is missing any of the attacktypes, he gets |
3390 | * in this way, if the player is missing any of the attacktypes, he gets |
3391 | * them. As it is now, if the player has any that match the granted skill, |
3391 | * them. As it is now, if the player has any that match the granted skill, |
3392 | * but not all of them, he gets nothing. |
3392 | * but not all of them, he gets nothing. |
3393 | */ |
3393 | */ |
3394 | if (!(skop->attacktype & item->attacktype)) { |
3394 | if (!(skop->attacktype & item->attacktype)) { |
3395 | /* Give new attacktype */ |
3395 | /* Give new attacktype */ |
3396 | skop->attacktype |= item->attacktype; |
3396 | skop->attacktype |= item->attacktype; |
3397 | |
3397 | |
3398 | /* always add physical if there's none */ |
3398 | /* always add physical if there's none */ |
3399 | skop->attacktype |= AT_PHYSICAL; |
3399 | skop->attacktype |= AT_PHYSICAL; |
3400 | |
3400 | |
3401 | if (item->msg != NULL) |
3401 | if (item->msg != NULL) |
3402 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3402 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3403 | |
3403 | |
3404 | /* Give player new face */ |
3404 | /* Give player new face */ |
3405 | if (item->animation_id) { |
3405 | if (item->animation_id) { |
3406 | who->face = skop->face; |
3406 | who->face = skop->face; |
3407 | who->animation_id = item->animation_id; |
3407 | who->animation_id = item->animation_id; |
3408 | who->anim_speed = item->anim_speed; |
3408 | who->anim_speed = item->anim_speed; |
3409 | who->last_anim = 0; |
3409 | who->last_anim = 0; |
3410 | who->state = 0; |
3410 | who->state = 0; |
3411 | animate_object(who, who->direction); |
3411 | animate_object(who, who->direction); |
3412 | } |
3412 | } |
3413 | } |
3413 | } |
3414 | } |
3414 | } |
3415 | } |
3415 | } |
3416 | else if (item->type == FORCE) { |
3416 | else if (item->type == FORCE) { |
3417 | /* forces in the treasurelist can alter the player's stats */ |
3417 | /* forces in the treasurelist can alter the player's stats */ |
3418 | object *skin; |
3418 | object *skin; |
3419 | /* first get the dragon skin force */ |
3419 | /* first get the dragon skin force */ |
3420 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3420 | for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; |
3421 | skin=skin->below); |
3421 | skin=skin->below); |
3422 | if (skin == NULL) return; |
3422 | if (skin == NULL) return; |
3423 | |
3423 | |
3424 | /* adding new spellpath attunements */ |
3424 | /* adding new spellpath attunements */ |
3425 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3425 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { |
3426 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3426 | skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3427 | |
3427 | |
3428 | /* print message */ |
3428 | /* print message */ |
3429 | sprintf(buf, "You feel attuned to "); |
3429 | sprintf(buf, "You feel attuned to "); |
3430 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3430 | for(i=0, j=0; i<NRSPELLPATHS; i++) { |
3431 | if(item->path_attuned & (1<<i)) { |
3431 | if(item->path_attuned & (1<<i)) { |
3432 | if (j) |
3432 | if (j) |
3433 | strcat(buf," and "); |
3433 | strcat(buf," and "); |
3434 | else |
3434 | else |
3435 | j = 1; |
3435 | j = 1; |
3436 | strcat(buf, spellpathnames[i]); |
3436 | strcat(buf, spellpathnames[i]); |
3437 | } |
3437 | } |
3438 | } |
3438 | } |
3439 | strcat(buf,"."); |
3439 | strcat(buf,"."); |
3440 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3440 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); |
3441 | } |
3441 | } |
3442 | |
3442 | |
3443 | /* evtl. adding flags: */ |
3443 | /* evtl. adding flags: */ |
3444 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3444 | if(QUERY_FLAG(item, FLAG_XRAYS)) |
3445 | SET_FLAG(skin, FLAG_XRAYS); |
3445 | SET_FLAG(skin, FLAG_XRAYS); |
3446 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3446 | if(QUERY_FLAG(item, FLAG_STEALTH)) |
3447 | SET_FLAG(skin, FLAG_STEALTH); |
3447 | SET_FLAG(skin, FLAG_STEALTH); |
3448 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3448 | if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) |
3449 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3449 | SET_FLAG(skin, FLAG_SEE_IN_DARK); |
3450 | |
3450 | |
3451 | /* print message if there is one */ |
3451 | /* print message if there is one */ |
3452 | if (item->msg != NULL) |
3452 | if (item->msg != NULL) |
3453 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3453 | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
3454 | } |
3454 | } |
3455 | else { |
3455 | else { |
3456 | /* generate misc. treasure */ |
3456 | /* generate misc. treasure */ |
3457 | tmp = arch_to_object (tr->item); |
3457 | tmp = arch_to_object (tr->item); |
3458 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3458 | new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); |
3459 | tmp = insert_ob_in_ob (tmp, who); |
3459 | tmp = insert_ob_in_ob (tmp, who); |
3460 | if (who->type == PLAYER) |
3460 | if (who->type == PLAYER) |
3461 | esrv_send_item(who, tmp); |
3461 | esrv_send_item(who, tmp); |
3462 | } |
3462 | } |
3463 | } |
3463 | } |
3464 | |
3464 | |
3465 | /** |
3465 | /** |
3466 | * Unready an object for a player. This function does nothing if the object was |
3466 | * Unready an object for a player. This function does nothing if the object was |