… | |
… | |
20 | |
20 | |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #ifndef WIN32 /* ---win32 remove headers */ |
|
|
26 | # include <pwd.h> |
25 | #include <pwd.h> |
27 | #endif |
|
|
28 | #ifndef __CEXTRACT__ |
|
|
29 | # include <sproto.h> |
26 | #include <sproto.h> |
30 | #endif |
|
|
31 | #include <sounds.h> |
27 | #include <sounds.h> |
32 | #include <living.h> |
28 | #include <living.h> |
33 | #include <object.h> |
29 | #include <object.h> |
34 | #include <spells.h> |
30 | #include <spells.h> |
35 | #include <skills.h> |
31 | #include <skills.h> |
36 | #include <newclient.h> |
|
|
37 | |
32 | |
38 | #ifdef COZY_SERVER |
33 | #include <algorithm> |
39 | extern int same_party (partylist *a, partylist *b); |
34 | #include <functional> |
40 | #endif |
|
|
41 | |
35 | |
42 | player * |
36 | player * |
43 | find_player (const char *plname) |
37 | find_player (const char *plname) |
44 | { |
38 | { |
45 | player *pl; |
39 | player *pl; |
46 | |
40 | |
47 | for (pl = first_player; pl != NULL; pl = pl->next) |
41 | for (pl = first_player; pl; pl = pl->next) |
48 | { |
|
|
49 | if (pl->ob != NULL && !strcmp (query_name (pl->ob), plname)) |
42 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
50 | return pl; |
43 | return pl; |
51 | }; |
44 | |
52 | return NULL; |
45 | return 0; |
53 | } |
|
|
54 | |
|
|
55 | player * |
|
|
56 | find_player_partial_name (const char *plname) |
|
|
57 | { |
|
|
58 | player *pl; |
|
|
59 | player *found = NULL; |
|
|
60 | size_t namelen = strlen (plname); |
|
|
61 | |
|
|
62 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
63 | { |
|
|
64 | if ((size_t) strlen (pl->ob->name) < namelen) |
|
|
65 | continue; |
|
|
66 | |
|
|
67 | if (!strcmp (pl->ob->name, plname)) |
|
|
68 | return pl; |
|
|
69 | |
|
|
70 | if (!strncasecmp (pl->ob->name, plname, namelen)) |
|
|
71 | { |
|
|
72 | if (found) |
|
|
73 | return NULL; |
|
|
74 | |
|
|
75 | found = pl; |
|
|
76 | } |
|
|
77 | } |
|
|
78 | return found; |
|
|
79 | } |
46 | } |
80 | |
47 | |
81 | void |
48 | void |
82 | display_motd (const object *op) |
49 | display_motd (const object *op) |
83 | { |
50 | { |
… | |
… | |
87 | int comp; |
54 | int comp; |
88 | int size; |
55 | int size; |
89 | |
56 | |
90 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
57 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
91 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
58 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
92 | { |
|
|
93 | return; |
59 | return; |
94 | } |
60 | |
95 | motd[0] = '\0'; |
61 | motd[0] = '\0'; |
96 | size = 0; |
62 | size = 0; |
|
|
63 | |
97 | while (fgets (buf, MAX_BUF, fp) != NULL) |
64 | while (fgets (buf, MAX_BUF, fp)) |
98 | { |
65 | { |
99 | if (*buf == '#') |
66 | if (*buf == '#') |
100 | continue; |
67 | continue; |
|
|
68 | |
101 | strncat (motd + size, buf, HUGE_BUF - size); |
69 | strncat (motd + size, buf, HUGE_BUF - size); |
102 | size += strlen (buf); |
70 | size += strlen (buf); |
103 | } |
71 | } |
|
|
72 | |
104 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
73 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
105 | close_and_delete (fp, comp); |
74 | close_and_delete (fp, comp); |
106 | } |
75 | } |
107 | |
76 | |
108 | void |
77 | void |
… | |
… | |
114 | int comp; |
83 | int comp; |
115 | int size; |
84 | int size; |
116 | |
85 | |
117 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
86 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
118 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
87 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
119 | { |
|
|
120 | return; |
88 | return; |
121 | } |
89 | |
122 | rules[0] = '\0'; |
90 | rules[0] = '\0'; |
123 | size = 0; |
91 | size = 0; |
|
|
92 | |
124 | while (fgets (buf, MAX_BUF, fp) != NULL) |
93 | while (fgets (buf, MAX_BUF, fp)) |
125 | { |
94 | { |
126 | if (*buf == '#') |
95 | if (*buf == '#') |
127 | continue; |
96 | continue; |
|
|
97 | |
128 | if (size + strlen (buf) >= HUGE_BUF) |
98 | if (size + strlen (buf) >= HUGE_BUF) |
129 | { |
99 | { |
130 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
100 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
131 | break; |
101 | break; |
132 | } |
102 | } |
|
|
103 | |
133 | strncat (rules + size, buf, HUGE_BUF - size); |
104 | strncat (rules + size, buf, HUGE_BUF - size); |
134 | size += strlen (buf); |
105 | size += strlen (buf); |
135 | } |
106 | } |
|
|
107 | |
136 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
108 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
137 | close_and_delete (fp, comp); |
109 | close_and_delete (fp, comp); |
138 | } |
110 | } |
139 | |
111 | |
140 | void |
112 | void |
… | |
… | |
148 | int size; |
120 | int size; |
149 | |
121 | |
150 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
122 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
151 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
123 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
152 | return; |
124 | return; |
|
|
125 | |
153 | news[0] = '\0'; |
126 | news[0] = '\0'; |
154 | subject[0] = '\0'; |
127 | subject[0] = '\0'; |
155 | size = 0; |
128 | size = 0; |
|
|
129 | |
156 | while (fgets (buf, MAX_BUF, fp) != NULL) |
130 | while (fgets (buf, MAX_BUF, fp) != NULL) |
157 | { |
131 | { |
158 | if (*buf == '#') |
132 | if (*buf == '#') |
159 | continue; |
133 | continue; |
|
|
134 | |
160 | if (*buf == '%') |
135 | if (*buf == '%') |
161 | { /* send one news */ |
136 | { /* send one news */ |
162 | if (size > 0) |
137 | if (size > 0) |
163 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
138 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
164 | strcpy (subject, buf + 1); |
139 | strcpy (subject, buf + 1); |
… | |
… | |
181 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
156 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
182 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
157 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
183 | close_and_delete (fp, comp); |
158 | close_and_delete (fp, comp); |
184 | } |
159 | } |
185 | |
160 | |
186 | int |
161 | /* This loads the first map an puts the player on it. */ |
187 | playername_ok (const char *cp) |
162 | static void |
|
|
163 | set_first_map (object *op) |
188 | { |
164 | { |
189 | /* Don't allow - or _ as first character in the name */ |
165 | strcpy (op->contr->maplevel, first_map_path); |
190 | if (*cp == '-' || *cp == '_') |
166 | op->x = -1; |
191 | return 0; |
167 | op->y = -1; |
192 | |
168 | enter_exit (op, 0); |
193 | for (; *cp != '\0'; cp++) |
|
|
194 | if (!((*cp >= 'a' && *cp <= 'z') || (*cp >= 'A' && *cp <= 'Z')) && *cp != '-' && *cp != '_') |
|
|
195 | return 0; |
|
|
196 | return 1; |
|
|
197 | } |
169 | } |
198 | |
170 | |
199 | /* This no longer sets the player map. Also, it now updates |
171 | void |
200 | * all the pointers so the caller doesn't need to do that. |
172 | player::connect (client *ns) |
201 | * Caller is responsible for setting the correct map. |
|
|
202 | */ |
|
|
203 | |
|
|
204 | /* Redo this to do both get_player_ob and get_player. |
|
|
205 | * Hopefully this will be less bugfree and simpler. |
|
|
206 | * Returns the player structure. If 'p' is null, |
|
|
207 | * we create a new one. Otherwise, we recycle |
|
|
208 | * the one that is passed. |
|
|
209 | */ |
|
|
210 | static player * |
|
|
211 | get_player (player *p) |
|
|
212 | { |
173 | { |
213 | object *op = arch_to_object (get_player_archetype (NULL)); |
174 | this->ns = ns; |
214 | int i; |
175 | ns->pl = this; |
215 | |
176 | |
216 | if (!p) |
177 | next = first_player; |
217 | { |
|
|
218 | p = new player; |
|
|
219 | |
|
|
220 | /* This adds the player in the linked list. There is extra |
|
|
221 | * complexity here because we want to add the new player at the |
|
|
222 | * end of the list - there is in fact no compelling reason that |
|
|
223 | * that needs to be done except for things like output of |
|
|
224 | * 'who'. |
|
|
225 | */ |
|
|
226 | player *tmp = first_player; |
|
|
227 | |
|
|
228 | while (tmp != NULL && tmp->next != NULL) |
|
|
229 | tmp = tmp->next; |
|
|
230 | if (tmp != NULL) |
|
|
231 | tmp->next = p; |
|
|
232 | else |
|
|
233 | first_player = p; |
178 | first_player = this; |
234 | |
179 | |
235 | p->next = NULL; |
180 | ns->update_look = 0; |
236 | } |
181 | ns->look_position = 0; |
237 | |
182 | |
238 | /* Clears basically the entire player structure except |
183 | clear_los (ob); |
239 | * for next and socket. |
184 | |
|
|
185 | ob->type = PLAYER; // we are paranoid |
|
|
186 | ob->race = ob->arch->clone.race; |
|
|
187 | |
|
|
188 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
189 | ob->update_stats (); |
|
|
190 | update_ob_speed (ob); |
|
|
191 | |
|
|
192 | ob->carrying = sum_weight (ob); |
|
|
193 | link_player_skills (ob); |
|
|
194 | |
|
|
195 | if (!legal_range (ob, shoottype)) |
|
|
196 | shoottype = range_none; |
|
|
197 | |
|
|
198 | assign (title, ob->arch->clone.name); |
|
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199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
|
203 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
205 | * should be able to use a shield. However, old Q's won't get that advantage. |
240 | */ |
206 | */ |
241 | p->clear (); |
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
242 | |
209 | |
|
|
210 | /* if it's a dragon player, set the correct title here */ |
|
|
211 | if (is_dragon_pl (ob)) |
|
|
212 | { |
|
|
213 | object *tmp, *abil = 0, *skin = 0; |
|
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214 | |
|
|
215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
217 | |
|
|
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
|
|
219 | if (tmp->type == FORCE) |
|
|
220 | if (tmp->arch->name == dragon_ability_force) |
|
|
221 | abil = tmp; |
|
|
222 | else if (tmp->arch->name == dragon_skin_force) |
|
|
223 | skin = tmp; |
|
|
224 | |
|
|
225 | set_dragon_name (ob, abil, skin); |
|
|
226 | } |
|
|
227 | |
|
|
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
229 | add_friendly_object (ob); |
|
|
230 | |
|
|
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
232 | |
|
|
233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
|
|
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
|
235 | |
|
|
236 | ns->floorbox_update (); |
|
|
237 | |
|
|
238 | esrv_new_player (this, ob->weight + ob->carrying); |
|
|
239 | esrv_send_inventory (ob, ob); |
|
|
240 | esrv_add_spells (this, 0); |
|
|
241 | |
|
|
242 | enter_exit (ob, 0); |
|
|
243 | |
|
|
244 | // send_rules (ob);//TODO |
|
|
245 | // send_news (ob);//TODO |
|
|
246 | // display_motd (ob);//TODO |
|
|
247 | INVOKE_PLAYER (LOGIN, this); |
|
|
248 | } |
|
|
249 | |
|
|
250 | // the need for this function can be explained |
|
|
251 | // by load_object not returning the object |
|
|
252 | void |
|
|
253 | player::set_object (object *op) |
|
|
254 | { |
|
|
255 | ob = op; |
|
|
256 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
257 | |
|
|
258 | ob->speed_left = 0.5; |
|
|
259 | ob->speed = 1.0; |
|
|
260 | ob->direction = 5; /* So player faces south */ |
|
|
261 | ob->stats.wc = 2; |
|
|
262 | ob->run_away = 25; /* Then we panick... */ |
|
|
263 | |
|
|
264 | set_first_map (ob); |
|
|
265 | |
|
|
266 | ob->roll_stats (); |
|
|
267 | } |
|
|
268 | |
|
|
269 | player::player () |
|
|
270 | { |
243 | /* There are some elements we want initialized to non zero value - |
271 | /* There are some elements we want initialized to non zero value - |
244 | * we deal with that below this point. |
272 | * we deal with that below this point. |
245 | */ |
273 | */ |
246 | p->party = NULL; |
|
|
247 | p->outputs_sync = 16; /* Every 2 seconds */ |
274 | outputs_sync = 16; /* Every 2 seconds */ |
248 | p->outputs_count = 8; /* Keeps present behaviour */ |
275 | outputs_count = 8; /* Keeps present behaviour */ |
249 | p->unapply = unapply_nochoice; |
276 | unapply = unapply_nochoice; |
250 | p->Swap_First = -1; |
|
|
251 | |
277 | |
252 | #ifdef AUTOSAVE |
|
|
253 | p->last_save_tick = 9999999; |
|
|
254 | #endif |
|
|
255 | |
|
|
256 | strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ |
278 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
257 | |
279 | |
258 | op->contr = p; /* this aren't yet in archetype */ |
|
|
259 | p->ob = op; |
|
|
260 | op->speed_left = 0.5; |
|
|
261 | op->speed = 1.0; |
|
|
262 | op->direction = 5; /* So player faces south */ |
|
|
263 | op->stats.wc = 2; |
|
|
264 | op->run_away = 25; /* Then we panick... */ |
|
|
265 | p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */ |
|
|
266 | |
|
|
267 | roll_stats (op); |
|
|
268 | p->state = ST_ROLL_STAT; |
|
|
269 | clear_los (op); |
|
|
270 | |
|
|
271 | p->gen_sp_armour = 10; |
280 | gen_sp_armour = 10; |
272 | p->last_speed = -1; |
281 | last_speed = -1; |
273 | p->shoottype = range_none; |
282 | shoottype = range_none; |
274 | p->bowtype = bow_normal; |
283 | bowtype = bow_normal; |
275 | p->petmode = pet_normal; |
284 | petmode = pet_normal; |
276 | p->listening = 10; |
285 | listening = 10; |
277 | p->usekeys = containers; |
286 | usekeys = containers; |
278 | p->last_weapon_sp = -1; |
287 | last_weapon_sp = -1; |
279 | p->peaceful = 1; /* default peaceful */ |
288 | peaceful = 1; /* default peaceful */ |
280 | p->do_los = 1; |
289 | do_los = 1; |
281 | p->explore = 0; |
|
|
282 | p->no_shout = 0; /* default can shout */ |
|
|
283 | |
|
|
284 | assign (p->title, op->arch->clone.name); |
|
|
285 | op->race = op->arch->clone.race; |
|
|
286 | |
|
|
287 | CLEAR_FLAG (op, FLAG_READY_SKILL); |
|
|
288 | |
290 | |
289 | /* we need to clear these to -1 and not zero - otherwise, |
291 | /* we need to clear these to -1 and not zero - otherwise, |
290 | * if a player quits and starts a new character, we wont |
292 | * if a player quits and starts a new character, we wont |
291 | * send new values to the client, as things like exp start |
293 | * send new values to the client, as things like exp start |
292 | * at zero. |
294 | * at zero. |
293 | */ |
295 | */ |
294 | for (i = 0; i < NUM_SKILLS; i++) |
296 | for (int i = 0; i < NUM_SKILLS; i++) |
295 | { |
|
|
296 | p->last_skill_exp[i] = -1; |
297 | last_skill_exp[i] = -1; |
297 | p->last_skill_ob[i] = NULL; |
298 | |
298 | } |
|
|
299 | for (i = 0; i < NROFATTACKS; i++) |
299 | for (int i = 0; i < NROFATTACKS; i++) |
300 | { |
|
|
301 | p->last_resist[i] = -1; |
300 | last_resist[i] = -1; |
302 | } |
301 | |
303 | p->last_stats.exp = -1; |
302 | last_stats.exp = -1; |
304 | p->last_weight = (uint32) - 1; |
303 | last_weight = (uint32) - 1; |
305 | |
|
|
306 | p->socket.update_look = 0; |
|
|
307 | p->socket.look_position = 0; |
|
|
308 | return p; |
|
|
309 | } |
304 | } |
310 | |
305 | |
311 | /* This loads the first map an puts the player on it. */ |
306 | player::~player () |
312 | static void |
|
|
313 | set_first_map (object *op) |
|
|
314 | { |
307 | { |
315 | strcpy (op->contr->maplevel, first_map_path); |
308 | terminate_all_pets (ob); |
316 | op->x = -1; |
|
|
317 | op->y = -1; |
|
|
318 | enter_exit (op, NULL); |
|
|
319 | } |
|
|
320 | |
309 | |
|
|
310 | if (first_player != this) |
|
|
311 | { |
|
|
312 | player *prev = first_player; |
|
|
313 | |
|
|
314 | while (prev && prev->next && prev->next != this) |
|
|
315 | prev = prev->next; |
|
|
316 | |
|
|
317 | if (prev->next != this) |
|
|
318 | { |
|
|
319 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
320 | abort (); |
|
|
321 | } |
|
|
322 | |
|
|
323 | prev->next = next; |
|
|
324 | } |
|
|
325 | else |
|
|
326 | first_player = next; |
|
|
327 | |
|
|
328 | if (ob) |
|
|
329 | { |
|
|
330 | ob->contr = 0; |
|
|
331 | ob->destroy (1); |
|
|
332 | } |
|
|
333 | |
|
|
334 | if (ns) |
|
|
335 | { |
|
|
336 | ns->send_packet ("goodbye"); |
|
|
337 | ns->flush (); |
|
|
338 | ns->pl = 0; |
|
|
339 | ns->destroy (); |
|
|
340 | } |
|
|
341 | |
|
|
342 | /* Clear item stack */ |
|
|
343 | free (stack_items); |
|
|
344 | } |
|
|
345 | |
321 | /* Tries to add player on the connection passwd in ns. |
346 | /* Tries to add player on the connection passed in ns. |
322 | * All we can really get in this is some settings like host and display |
347 | * All we can really get in this is some settings like host and display |
323 | * mode. |
348 | * mode. |
324 | */ |
349 | */ |
325 | |
|
|
326 | int |
|
|
327 | add_player (NewSocket * ns) |
|
|
328 | { |
|
|
329 | player *p; |
350 | player * |
|
|
351 | player::create () |
|
|
352 | { |
|
|
353 | player *pl = new player; |
330 | |
354 | |
331 | p = get_player (NULL); |
355 | pl->set_object (arch_to_object (get_player_archetype (0))); |
332 | p->socket = *ns; |
|
|
333 | p->socket.faces_sent = (uint8 *) malloc (p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
334 | if (p->socket.faces_sent == NULL) |
|
|
335 | fatal (OUT_OF_MEMORY); |
|
|
336 | memcpy (p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len * sizeof (*p->socket.faces_sent)); |
|
|
337 | /* Needed because the socket we just copied over needs to be cleared. |
|
|
338 | * Note that this can result in a client reset if there is partial data |
|
|
339 | * on the uncoming socket. |
|
|
340 | */ |
|
|
341 | p->socket.inbuf.len = 0; |
|
|
342 | set_first_map (p->ob); |
|
|
343 | |
356 | |
344 | CLEAR_FLAG (p->ob, FLAG_FRIENDLY); |
|
|
345 | add_friendly_object (p->ob); |
|
|
346 | send_rules (p->ob); |
|
|
347 | send_news (p->ob); |
|
|
348 | display_motd (p->ob); |
|
|
349 | get_name (p->ob); |
|
|
350 | return 0; |
357 | return pl; |
351 | } |
358 | } |
352 | |
359 | |
353 | /* |
360 | /* |
354 | * get_player_archetype() return next player archetype from archetype |
361 | * get_player_archetype() return next player archetype from archetype |
355 | * list. Not very efficient routine, but used only creating new players. |
362 | * list. Not very efficient routine, but used only creating new players. |
… | |
… | |
364 | { |
371 | { |
365 | if (at == NULL || at->next == NULL) |
372 | if (at == NULL || at->next == NULL) |
366 | at = first_archetype; |
373 | at = first_archetype; |
367 | else |
374 | else |
368 | at = at->next; |
375 | at = at->next; |
|
|
376 | |
369 | if (at->clone.type == PLAYER) |
377 | if (at->clone.type == PLAYER) |
370 | return at; |
378 | return at; |
|
|
379 | |
371 | if (at == start) |
380 | if (at == start) |
372 | { |
381 | { |
373 | LOG (llevError, "No Player archetypes\n"); |
382 | LOG (llevError, "No Player archetypes\n"); |
374 | exit (-1); |
383 | exit (-1); |
375 | } |
384 | } |
376 | } |
385 | } |
377 | } |
386 | } |
378 | |
|
|
379 | |
387 | |
380 | object * |
388 | object * |
381 | get_nearest_player (object *mon) |
389 | get_nearest_player (object *mon) |
382 | { |
390 | { |
383 | object *op = NULL; |
391 | object *op = NULL; |
… | |
… | |
460 | * circling behaviour. Unfortunately, this function is also used to determined |
468 | * circling behaviour. Unfortunately, this function is also used to determined |
461 | * if the creature should cast a spell, so returning a direction in that case |
469 | * if the creature should cast a spell, so returning a direction in that case |
462 | * is probably not a good thing. |
470 | * is probably not a good thing. |
463 | */ |
471 | */ |
464 | #define MAX_SPACES 50 |
472 | #define MAX_SPACES 50 |
465 | |
|
|
466 | |
473 | |
467 | /* |
474 | /* |
468 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
475 | * Returns the direction to the player, if valid. Returns 0 otherwise. |
469 | * modified to verify there is a path to the player. Does this by stepping towards |
476 | * modified to verify there is a path to the player. Does this by stepping towards |
470 | * player and if path is blocked then see if blockage is close enough to player that |
477 | * player and if path is blocked then see if blockage is close enough to player that |
… | |
… | |
643 | (op->type == ARMOUR || op->type == BOOTS || |
650 | (op->type == ARMOUR || op->type == BOOTS || |
644 | op->type == CLOAK || op->type == HELMET || |
651 | op->type == CLOAK || op->type == HELMET || |
645 | op->type == SHIELD || op->type == GLOVES || |
652 | op->type == SHIELD || op->type == GLOVES || |
646 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
653 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
647 | { |
654 | { |
648 | remove_ob (op); |
655 | op->destroy (); |
649 | free_object (op); |
|
|
650 | continue; |
656 | continue; |
651 | } |
657 | } |
652 | } |
658 | } |
653 | |
659 | |
654 | /* This really needs to be better - we should really give |
660 | /* This really needs to be better - we should really give |
… | |
… | |
665 | if (tmp->type == op->type && tmp->name == op->name) |
671 | if (tmp->type == op->type && tmp->name == op->name) |
666 | break; |
672 | break; |
667 | |
673 | |
668 | if (tmp) |
674 | if (tmp) |
669 | { |
675 | { |
670 | remove_ob (op); |
676 | op->destroy (); |
671 | free_object (op); |
|
|
672 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
677 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
673 | continue; |
678 | continue; |
674 | } |
679 | } |
|
|
680 | |
675 | if (op->nrof > 1) |
681 | if (op->nrof > 1) |
676 | op->nrof = 1; |
682 | op->nrof = 1; |
677 | } |
683 | } |
678 | |
684 | |
679 | if (op->type == SPELLBOOK && op->inv) |
685 | if (op->type == SPELLBOOK && op->inv) |
… | |
… | |
691 | CLEAR_FLAG (op, FLAG_CURSED); |
697 | CLEAR_FLAG (op, FLAG_CURSED); |
692 | CLEAR_FLAG (op, FLAG_DAMNED); |
698 | CLEAR_FLAG (op, FLAG_DAMNED); |
693 | } |
699 | } |
694 | if (op->type == SPELL) |
700 | if (op->type == SPELL) |
695 | { |
701 | { |
696 | remove_ob (op); |
702 | op->destroy (); |
697 | free_object (op); |
|
|
698 | continue; |
703 | continue; |
699 | } |
704 | } |
700 | else if (op->type == SKILL) |
705 | else if (op->type == SKILL) |
701 | { |
706 | { |
702 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
707 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
… | |
… | |
711 | /* Need to set up the skill pointers */ |
716 | /* Need to set up the skill pointers */ |
712 | link_player_skills (pl); |
717 | link_player_skills (pl); |
713 | } |
718 | } |
714 | |
719 | |
715 | void |
720 | void |
716 | get_name (object *op) |
|
|
717 | { |
|
|
718 | op->contr->write_buf[0] = '\0'; |
|
|
719 | op->contr->state = ST_GET_NAME; |
|
|
720 | send_query (&op->contr->socket, 0, "What is your name?\n:"); |
|
|
721 | } |
|
|
722 | |
|
|
723 | void |
|
|
724 | get_password (object *op) |
|
|
725 | { |
|
|
726 | op->contr->write_buf[0] = '\0'; |
|
|
727 | op->contr->state = ST_GET_PASSWORD; |
|
|
728 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is your password?\n:"); |
|
|
729 | } |
|
|
730 | |
|
|
731 | void |
|
|
732 | play_again (object *op) |
|
|
733 | { |
|
|
734 | op->contr->state = ST_PLAY_AGAIN; |
|
|
735 | op->chosen_skill = NULL; |
|
|
736 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?"); |
|
|
737 | /* a bit of a hack, but there are various places early in th |
|
|
738 | * player creation process that a user can quit (eg, roll |
|
|
739 | * stats) that isn't removing the player. Taking a quick |
|
|
740 | * look, there are many places that call play_again without |
|
|
741 | * removing the player - it probably makes more sense |
|
|
742 | * to leave it to play_again to remove the object in all |
|
|
743 | * cases. |
|
|
744 | */ |
|
|
745 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
746 | remove_ob (op); |
|
|
747 | /* Need to set this to null - otherwise, it could point to garbage, |
|
|
748 | * and draw() doesn't check to see if the player is removed, only if |
|
|
749 | * the map is null or not swapped out. |
|
|
750 | */ |
|
|
751 | op->map = NULL; |
|
|
752 | } |
|
|
753 | |
|
|
754 | int |
|
|
755 | receive_play_again (object *op, char key) |
|
|
756 | { |
|
|
757 | if (key == 'q' || key == 'Q') |
|
|
758 | { |
|
|
759 | remove_friendly_object (op); |
|
|
760 | leave (op->contr, 0); /* ericserver will draw the message */ |
|
|
761 | return 2; |
|
|
762 | } |
|
|
763 | else if (key == 'a' || key == 'A') |
|
|
764 | { |
|
|
765 | player *pl = op->contr; |
|
|
766 | shstr name = op->name; |
|
|
767 | |
|
|
768 | op->contr = 0; |
|
|
769 | op->type = 0; |
|
|
770 | op->free (1); |
|
|
771 | pl = get_player (pl); |
|
|
772 | op = pl->ob; |
|
|
773 | add_friendly_object (op); |
|
|
774 | op->contr->password[0] = '~'; |
|
|
775 | op->name = op->name_pl = 0; |
|
|
776 | /* Lets put a space in here */ |
|
|
777 | new_draw_info (NDI_UNIQUE, 0, op, "\n"); |
|
|
778 | get_name (op); |
|
|
779 | op->name = op->name_pl = name; |
|
|
780 | set_first_map (op); |
|
|
781 | } |
|
|
782 | else |
|
|
783 | /* user pressed something else so just ask again... */ |
|
|
784 | play_again (op); |
|
|
785 | |
|
|
786 | return 0; |
|
|
787 | } |
|
|
788 | |
|
|
789 | void |
|
|
790 | confirm_password (object *op) |
|
|
791 | { |
|
|
792 | |
|
|
793 | op->contr->write_buf[0] = '\0'; |
|
|
794 | op->contr->state = ST_CONFIRM_PASSWORD; |
|
|
795 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); |
|
|
796 | } |
|
|
797 | |
|
|
798 | void |
|
|
799 | get_party_password (object *op, partylist *party) |
721 | get_party_password (object *op, partylist *party) |
800 | { |
722 | { |
801 | if (party == NULL) |
723 | if (party == NULL) |
802 | { |
724 | { |
803 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
725 | LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
804 | return; |
726 | return; |
805 | } |
727 | } |
|
|
728 | |
806 | op->contr->write_buf[0] = '\0'; |
729 | op->contr->write_buf[0] = '\0'; |
807 | op->contr->state = ST_GET_PARTY_PASSWORD; |
730 | op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
808 | op->contr->party_to_join = party; |
731 | op->contr->party_to_join = party; |
809 | send_query (&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
732 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
810 | } |
733 | } |
811 | |
|
|
812 | |
734 | |
813 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
735 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
814 | int |
736 | static int |
815 | roll_stat (void) |
737 | roll_stat (void) |
816 | { |
738 | { |
817 | int a[4], i, j, k; |
739 | int a[4], i, j, k; |
818 | |
740 | |
819 | for (i = 0; i < 4; i++) |
741 | for (i = 0; i < 4; i++) |
… | |
… | |
822 | for (i = 0, j = 0, k = 7; i < 4; i++) |
744 | for (i = 0, j = 0, k = 7; i < 4; i++) |
823 | if (a[i] < k) |
745 | if (a[i] < k) |
824 | k = a[i], j = i; |
746 | k = a[i], j = i; |
825 | |
747 | |
826 | for (i = 0, k = 0; i < 4; i++) |
748 | for (i = 0, k = 0; i < 4; i++) |
827 | { |
|
|
828 | if (i != j) |
749 | if (i != j) |
829 | k += a[i]; |
750 | k += a[i]; |
830 | } |
751 | |
831 | return k; |
752 | return k; |
832 | } |
753 | } |
833 | |
754 | |
834 | void |
755 | void |
835 | roll_stats (object *op) |
756 | object::roll_stats () |
836 | { |
757 | { |
837 | int sum = 0; |
|
|
838 | int i = 0, j = 0; |
|
|
839 | int statsort[7]; |
758 | int statsort [7]; |
840 | |
759 | |
841 | do |
760 | for (;;) |
842 | { |
|
|
843 | op->stats.Str = roll_stat (); |
|
|
844 | op->stats.Dex = roll_stat (); |
|
|
845 | op->stats.Int = roll_stat (); |
|
|
846 | op->stats.Con = roll_stat (); |
|
|
847 | op->stats.Wis = roll_stat (); |
|
|
848 | op->stats.Pow = roll_stat (); |
|
|
849 | op->stats.Cha = roll_stat (); |
|
|
850 | sum = op->stats.Str + op->stats.Dex + op->stats.Int + op->stats.Con + op->stats.Wis + op->stats.Pow + op->stats.Cha; |
|
|
851 | } |
761 | { |
852 | while (sum < 82 || sum > 116); |
762 | int sum = 0; |
|
|
763 | for (int i = 7; i--; ) |
|
|
764 | sum += statsort [i] = roll_stat (); |
853 | |
765 | |
|
|
766 | if (sum >= 82 && sum <= 116) |
|
|
767 | break; |
|
|
768 | } |
|
|
769 | |
854 | /* Sort the stats so that rerolling is easier... */ |
770 | // Sort the stats so that rerolling is easier... |
855 | statsort[0] = op->stats.Str; |
771 | std::sort (statsort, statsort + 7, std::greater<int>()); |
856 | statsort[1] = op->stats.Dex; |
|
|
857 | statsort[2] = op->stats.Int; |
|
|
858 | statsort[3] = op->stats.Con; |
|
|
859 | statsort[4] = op->stats.Wis; |
|
|
860 | statsort[5] = op->stats.Pow; |
|
|
861 | statsort[6] = op->stats.Cha; |
|
|
862 | |
772 | |
863 | /* a quick and dirty bubblesort? */ |
|
|
864 | do |
|
|
865 | { |
|
|
866 | if (statsort[i] < statsort[i + 1]) |
|
|
867 | { |
|
|
868 | j = statsort[i]; |
|
|
869 | statsort[i] = statsort[i + 1]; |
|
|
870 | statsort[i + 1] = j; |
|
|
871 | i = 0; |
|
|
872 | } |
|
|
873 | else |
|
|
874 | { |
|
|
875 | i++; |
|
|
876 | } |
|
|
877 | } |
|
|
878 | while (i < 6); |
|
|
879 | |
|
|
880 | op->stats.Str = statsort[0]; |
773 | stats.Str = statsort[0]; |
881 | op->stats.Dex = statsort[1]; |
774 | stats.Dex = statsort[1]; |
882 | op->stats.Con = statsort[2]; |
775 | stats.Con = statsort[2]; |
883 | op->stats.Int = statsort[3]; |
776 | stats.Int = statsort[3]; |
884 | op->stats.Wis = statsort[4]; |
777 | stats.Wis = statsort[4]; |
885 | op->stats.Pow = statsort[5]; |
778 | stats.Pow = statsort[5]; |
886 | op->stats.Cha = statsort[6]; |
779 | stats.Cha = statsort[6]; |
887 | |
780 | |
888 | |
|
|
889 | op->contr->orig_stats.Str = op->stats.Str; |
|
|
890 | op->contr->orig_stats.Dex = op->stats.Dex; |
|
|
891 | op->contr->orig_stats.Int = op->stats.Int; |
|
|
892 | op->contr->orig_stats.Con = op->stats.Con; |
|
|
893 | op->contr->orig_stats.Wis = op->stats.Wis; |
|
|
894 | op->contr->orig_stats.Pow = op->stats.Pow; |
|
|
895 | op->contr->orig_stats.Cha = op->stats.Cha; |
|
|
896 | |
|
|
897 | op->level = 1; |
|
|
898 | op->stats.exp = 0; |
781 | stats.exp = 0; |
899 | op->stats.ac = 0; |
782 | stats.ac = 0; |
900 | |
783 | |
901 | op->contr->levhp[1] = 9; |
|
|
902 | op->contr->levsp[1] = 6; |
|
|
903 | op->contr->levgrace[1] = 3; |
|
|
904 | |
|
|
905 | fix_player (op); |
|
|
906 | op->stats.hp = op->stats.maxhp; |
784 | stats.hp = stats.maxhp; |
907 | op->stats.sp = op->stats.maxsp; |
785 | stats.sp = stats.maxsp; |
908 | op->stats.grace = op->stats.maxgrace; |
786 | stats.grace = stats.maxgrace; |
|
|
787 | |
|
|
788 | if (contr) |
|
|
789 | { |
|
|
790 | contr->levhp[1] = 9; |
|
|
791 | contr->levsp[1] = 6; |
|
|
792 | contr->levgrace[1] = 3; |
|
|
793 | |
909 | op->contr->orig_stats = op->stats; |
794 | contr->orig_stats = stats; |
|
|
795 | } |
910 | } |
796 | } |
911 | |
797 | |
912 | void |
798 | void |
913 | Roll_Again (object *op) |
799 | object::swap_stats (int a, int b) |
914 | { |
800 | { |
915 | esrv_new_player (op->contr, 0); |
|
|
916 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
917 | "[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? "); |
|
|
918 | } |
|
|
919 | |
|
|
920 | void |
|
|
921 | Swap_Stat (object *op, int Swap_Second) |
|
|
922 | { |
|
|
923 | signed char tmp; |
|
|
924 | char buf[MAX_BUF]; |
|
|
925 | |
|
|
926 | if (op->contr->Swap_First == -1) |
|
|
927 | { |
|
|
928 | new_draw_info (NDI_UNIQUE, 0, op, "How the hell did you get here?!?!!!"); |
|
|
929 | new_draw_info (NDI_UNIQUE, 0, op, "Error in Swap_Stat code,"); |
|
|
930 | new_draw_info (NDI_UNIQUE, 0, op, "mail korg@rdt.monash.edu.au"); |
|
|
931 | return; |
|
|
932 | } |
|
|
933 | |
|
|
934 | tmp = get_attr_value (&op->contr->orig_stats, op->contr->Swap_First); |
801 | int tmp = get_attr_value (&contr->orig_stats, a); |
935 | |
|
|
936 | set_attr_value (&op->contr->orig_stats, op->contr->Swap_First, get_attr_value (&op->contr->orig_stats, Swap_Second)); |
802 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
937 | |
|
|
938 | set_attr_value (&op->contr->orig_stats, Swap_Second, tmp); |
803 | set_attr_value (&contr->orig_stats, b, tmp); |
939 | |
804 | |
940 | sprintf (buf, "%s done\n", short_stat_name[Swap_Second]); |
|
|
941 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
942 | op->stats.Str = op->contr->orig_stats.Str; |
805 | stats.Str = contr->orig_stats.Str; |
943 | op->stats.Dex = op->contr->orig_stats.Dex; |
806 | stats.Dex = contr->orig_stats.Dex; |
944 | op->stats.Con = op->contr->orig_stats.Con; |
807 | stats.Con = contr->orig_stats.Con; |
945 | op->stats.Int = op->contr->orig_stats.Int; |
808 | stats.Int = contr->orig_stats.Int; |
946 | op->stats.Wis = op->contr->orig_stats.Wis; |
809 | stats.Wis = contr->orig_stats.Wis; |
947 | op->stats.Pow = op->contr->orig_stats.Pow; |
810 | stats.Pow = contr->orig_stats.Pow; |
948 | op->stats.Cha = op->contr->orig_stats.Cha; |
811 | stats.Cha = contr->orig_stats.Cha; |
|
|
812 | |
|
|
813 | //TODO: the following code looks so borked and should, at the very least, |
|
|
814 | // be merged with the similar code in roll_stats |
949 | op->stats.ac = 0; |
815 | stats.ac = 0; |
950 | |
816 | |
951 | op->level = 1; |
817 | level = 1; |
952 | op->stats.exp = 0; |
818 | stats.exp = 0; |
953 | op->stats.ac = 0; |
819 | stats.ac = 0; |
954 | |
820 | |
955 | op->contr->levhp[1] = 9; |
|
|
956 | op->contr->levsp[1] = 6; |
|
|
957 | op->contr->levgrace[1] = 3; |
|
|
958 | |
|
|
959 | fix_player (op); |
|
|
960 | op->stats.hp = op->stats.maxhp; |
821 | stats.hp = stats.maxhp; |
961 | op->stats.sp = op->stats.maxsp; |
822 | stats.sp = stats.maxsp; |
962 | op->stats.grace = op->stats.maxgrace; |
823 | stats.grace = stats.maxgrace; |
|
|
824 | |
|
|
825 | if (contr) |
|
|
826 | { |
|
|
827 | contr->levhp[1] = 9; |
|
|
828 | contr->levsp[1] = 6; |
|
|
829 | contr->levgrace[1] = 3; |
|
|
830 | |
963 | op->contr->orig_stats = op->stats; |
831 | contr->orig_stats = stats; |
964 | op->contr->Swap_First = -1; |
|
|
965 | } |
|
|
966 | |
|
|
967 | |
|
|
968 | /* This code has been greatly reduced, because with set_attr_value |
|
|
969 | * and get_attr_value, the stats can be accessed just numeric |
|
|
970 | * ids. stat_trans is a table that translate the number entered |
|
|
971 | * into the actual stat. It is needed because the order the stats |
|
|
972 | * are displayed in the stat window is not the same as how |
|
|
973 | * the number's access that stat. The table does that translation. |
|
|
974 | */ |
|
|
975 | int |
|
|
976 | key_roll_stat (object *op, char key) |
|
|
977 | { |
|
|
978 | int keynum = key - '0'; |
|
|
979 | char buf[MAX_BUF]; |
|
|
980 | static sint8 stat_trans[] = { -1, STR, DEX, CON, INT, WIS, POW, CHA }; |
|
|
981 | |
|
|
982 | if (keynum > 0 && keynum <= 7) |
|
|
983 | { |
832 | } |
984 | if (op->contr->Swap_First == -1) |
|
|
985 | { |
|
|
986 | op->contr->Swap_First = stat_trans[keynum]; |
|
|
987 | sprintf (buf, "%s ->", short_stat_name[stat_trans[keynum]]); |
|
|
988 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
989 | } |
|
|
990 | else |
|
|
991 | Swap_Stat (op, stat_trans[keynum]); |
|
|
992 | |
|
|
993 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
994 | return 1; |
|
|
995 | } |
|
|
996 | switch (key) |
|
|
997 | { |
|
|
998 | case 'n': |
|
|
999 | case 'N': |
|
|
1000 | { |
|
|
1001 | SET_FLAG (op, FLAG_WIZ); |
|
|
1002 | if (op->map == NULL) |
|
|
1003 | { |
|
|
1004 | LOG (llevError, "Map == NULL in state 2\n"); |
|
|
1005 | break; |
|
|
1006 | } |
|
|
1007 | |
|
|
1008 | #if 0 |
|
|
1009 | /* So that enter_exit will put us at startx/starty */ |
|
|
1010 | op->x = -1; |
|
|
1011 | |
|
|
1012 | enter_exit (op, NULL); |
|
|
1013 | #endif |
|
|
1014 | SET_ANIMATION (op, 2); /* So player faces south */ |
|
|
1015 | /* Enter exit adds a player otherwise */ |
|
|
1016 | add_statbonus (op); |
|
|
1017 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, |
|
|
1018 | "Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); |
|
|
1019 | op->contr->state = ST_CHANGE_CLASS; |
|
|
1020 | if (op->msg) |
|
|
1021 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
1022 | return 0; |
|
|
1023 | } |
|
|
1024 | case 'y': |
|
|
1025 | case 'Y': |
|
|
1026 | roll_stats (op); |
|
|
1027 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, ""); |
|
|
1028 | return 1; |
|
|
1029 | |
|
|
1030 | case 'q': |
|
|
1031 | case 'Q': |
|
|
1032 | play_again (op); |
|
|
1033 | return 1; |
|
|
1034 | |
|
|
1035 | default: |
|
|
1036 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Yes, No, Quit or 1-6. Roll again?"); |
|
|
1037 | return 0; |
|
|
1038 | } |
|
|
1039 | return 0; |
|
|
1040 | } |
833 | } |
1041 | |
834 | |
1042 | /* This function takes the key that is passed, and does the |
835 | /* This function takes the key that is passed, and does the |
1043 | * appropriate action with it (change race, or other things). |
836 | * appropriate action with it (change race, or other things). |
1044 | * The function name is for historical reasons - now we have |
837 | * The function name is for historical reasons - now we have |
1045 | * separate race and class; this actually changes the RACE, |
838 | * separate race and class; this actually changes the RACE, |
1046 | * not the class. |
839 | * not the class. |
1047 | */ |
840 | */ |
1048 | |
|
|
1049 | int |
841 | int |
1050 | key_change_class (object *op, char key) |
842 | key_change_class (object *op, char key) |
1051 | { |
843 | { |
1052 | int tmp_loop; |
844 | int tmp_loop; |
1053 | |
845 | |
1054 | if (key == 'q' || key == 'Q') |
|
|
1055 | { |
|
|
1056 | remove_ob (op); |
|
|
1057 | play_again (op); |
|
|
1058 | return 0; |
|
|
1059 | } |
|
|
1060 | if (key == 'd' || key == 'D') |
846 | if (key == 'd' || key == 'D') |
1061 | { |
847 | { |
1062 | char buf[MAX_BUF]; |
848 | char buf[MAX_BUF]; |
1063 | |
849 | |
1064 | /* this must before then initial items are given */ |
850 | /* this must before then initial items are given */ |
1065 | esrv_new_player (op->contr, op->weight + op->carrying); |
851 | esrv_new_player (op->contr, op->weight + op->carrying); |
|
|
852 | |
1066 | create_treasure (find_treasurelist ("starting_wealth"), op, 0, 0, 0); |
853 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
|
|
854 | if (tl) |
|
|
855 | create_treasure (tl, op, 0, 0, 0); |
1067 | |
856 | |
1068 | INVOKE_PLAYER (BIRTH, op->contr); |
857 | INVOKE_PLAYER (BIRTH, op->contr); |
1069 | INVOKE_PLAYER (LOGIN, op->contr); |
858 | INVOKE_PLAYER (LOGIN, op->contr); |
1070 | |
859 | |
1071 | op->contr->state = ST_PLAYING; |
860 | op->contr->ns->state = ST_PLAYING; |
1072 | |
861 | |
1073 | if (op->msg) |
862 | if (op->msg) |
1074 | op->msg = NULL; |
863 | op->msg = NULL; |
1075 | |
864 | |
1076 | /* We create this now because some of the unique maps will need it |
865 | /* We create this now because some of the unique maps will need it |
… | |
… | |
1085 | start_info (op); |
874 | start_info (op); |
1086 | CLEAR_FLAG (op, FLAG_WIZ); |
875 | CLEAR_FLAG (op, FLAG_WIZ); |
1087 | give_initial_items (op, op->randomitems); |
876 | give_initial_items (op, op->randomitems); |
1088 | link_player_skills (op); |
877 | link_player_skills (op); |
1089 | esrv_send_inventory (op, op); |
878 | esrv_send_inventory (op, op); |
1090 | fix_player (op); |
879 | op->update_stats (); |
1091 | |
880 | |
1092 | /* This moves the player to a different start map, if there |
881 | /* This moves the player to a different start map, if there |
1093 | * is one for this race |
882 | * is one for this race |
1094 | */ |
883 | */ |
1095 | if (*first_map_ext_path) |
884 | if (*first_map_ext_path) |
1096 | { |
885 | { |
1097 | object *tmp; |
886 | object *tmp; |
1098 | char mapname[MAX_BUF]; |
887 | char mapname[MAX_BUF]; |
1099 | |
888 | |
1100 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
889 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
1101 | tmp = get_object (); |
890 | tmp = object::create (); |
1102 | EXIT_PATH (tmp) = mapname; |
891 | EXIT_PATH (tmp) = mapname; |
1103 | EXIT_X (tmp) = op->x; |
892 | EXIT_X (tmp) = op->x; |
1104 | EXIT_Y (tmp) = op->y; |
893 | EXIT_Y (tmp) = op->y; |
1105 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
894 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
1106 | * if the map isn't there, then stay on the |
895 | * if the map isn't there, then stay on the |
1107 | * default initial map */ |
896 | * default initial map */ |
1108 | free_object (tmp); |
897 | tmp->destroy (); |
1109 | } |
898 | } |
1110 | else |
899 | else |
1111 | { |
|
|
1112 | LOG (llevDebug, "first_map_ext_path not set\n"); |
900 | LOG (llevDebug, "first_map_ext_path not set\n"); |
1113 | } |
901 | |
1114 | return 0; |
902 | return 0; |
1115 | } |
903 | } |
1116 | |
904 | |
1117 | /* Following actually changes the race - this is the default command |
905 | /* Following actually changes the race - this is the default command |
1118 | * if we don't match with one of the options above. |
906 | * if we don't match with one of the options above. |
… | |
… | |
1122 | while (!tmp_loop) |
910 | while (!tmp_loop) |
1123 | { |
911 | { |
1124 | shstr name = op->name; |
912 | shstr name = op->name; |
1125 | int x = op->x, y = op->y; |
913 | int x = op->x, y = op->y; |
1126 | |
914 | |
1127 | remove_statbonus (op); |
915 | op->remove_statbonus (); |
1128 | remove_ob (op); |
916 | op->remove (); |
1129 | op->arch = get_player_archetype (op->arch); |
917 | op->arch = get_player_archetype (op->arch); |
1130 | copy_object (&op->arch->clone, op); |
918 | op->arch->clone.copy_to (op); |
1131 | op->instantiate (); |
919 | op->instantiate (); |
1132 | op->stats = op->contr->orig_stats; |
920 | op->stats = op->contr->orig_stats; |
1133 | op->name = op->name_pl = name; |
921 | op->name = op->name_pl = name; |
1134 | op->x = x; |
922 | op->x = x; |
1135 | op->y = y; |
923 | op->y = y; |
1136 | SET_ANIMATION (op, 2); /* So player faces south */ |
924 | SET_ANIMATION (op, 2); /* So player faces south */ |
1137 | insert_ob_in_map (op, op->map, op, 0); |
925 | insert_ob_in_map (op, op->map, op, 0); |
1138 | assign (op->contr->title, op->arch->clone.name); |
926 | assign (op->contr->title, op->arch->clone.name); |
1139 | add_statbonus (op); |
927 | op->add_statbonus (); |
1140 | tmp_loop = allowed_class (op); |
928 | tmp_loop = allowed_class (op); |
1141 | } |
929 | } |
1142 | |
930 | |
1143 | update_object (op, UP_OBJ_FACE); |
931 | update_object (op, UP_OBJ_FACE); |
1144 | esrv_update_item (UPD_FACE, op, op); |
932 | esrv_update_item (UPD_FACE, op, op); |
1145 | fix_player (op); |
933 | op->update_stats (); |
1146 | op->stats.hp = op->stats.maxhp; |
934 | op->stats.hp = op->stats.maxhp; |
1147 | op->stats.sp = op->stats.maxsp; |
935 | op->stats.sp = op->stats.maxsp; |
1148 | op->stats.grace = 0; |
936 | op->stats.grace = 0; |
1149 | |
937 | |
1150 | if (op->msg) |
938 | if (op->msg) |
1151 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
939 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
1152 | |
940 | |
1153 | send_query (&op->contr->socket, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
941 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
1154 | return 0; |
942 | return 0; |
1155 | } |
943 | } |
1156 | |
944 | |
1157 | int |
945 | int |
1158 | key_confirm_quit (object *op, char key) |
946 | key_confirm_quit (object *op, char key) |
1159 | { |
947 | { |
1160 | char buf[MAX_BUF]; |
|
|
1161 | |
|
|
1162 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
948 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
1163 | { |
949 | { |
1164 | op->contr->state = ST_PLAYING; |
950 | op->contr->ns->state = ST_PLAYING; |
1165 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
951 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
1166 | return 1; |
952 | return 1; |
1167 | } |
953 | } |
1168 | |
954 | |
1169 | INVOKE_PLAYER (LOGOUT, op->contr); |
955 | INVOKE_PLAYER (LOGOUT, op->contr); |
… | |
… | |
1174 | op->direction = 0; |
960 | op->direction = 0; |
1175 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
961 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
1176 | |
962 | |
1177 | strcpy (op->contr->killer, "quit"); |
963 | strcpy (op->contr->killer, "quit"); |
1178 | check_score (op); |
964 | check_score (op); |
1179 | op->contr->party = NULL; |
965 | op->contr->party = 0; |
1180 | if (settings.set_title == TRUE) |
|
|
1181 | op->contr->own_title[0] = '\0'; |
966 | op->contr->own_title[0] = '\0'; |
1182 | |
967 | |
1183 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ)) |
968 | object_ptr ob = op; |
1184 | { |
|
|
1185 | maptile *mp, *next; |
|
|
1186 | |
969 | |
|
|
970 | delete ob->contr; |
|
|
971 | |
1187 | /* We need to hunt for any per player unique maps in memory and |
972 | /* We need to hunt for any per player unique maps in memory and |
1188 | * get rid of them. The trailing slash in the path is intentional, |
973 | * get rid of them. The trailing slash in the path is intentional, |
1189 | * so that players named 'Ab' won't match against players 'Abe' pathname |
974 | * so that players named 'Ab' won't match against players 'Abe' pathname |
1190 | */ |
975 | */ |
|
|
976 | char buf[MAX_BUF]; |
1191 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
977 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
1192 | for (mp = first_map; mp != NULL; mp = next) |
978 | |
1193 | { |
979 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
980 | { |
1194 | next = mp->next; |
981 | next = mp->next; |
|
|
982 | |
1195 | if (!strncmp (mp->path, buf, strlen (buf))) |
983 | if (!strncmp (mp->path, buf, strlen (buf))) |
1196 | delete_map (mp); |
984 | delete_map (mp); |
1197 | } |
985 | } |
1198 | |
986 | |
1199 | delete_character (op->name, 1); |
987 | delete_character (ob->name, 1); |
1200 | } |
|
|
1201 | |
988 | |
1202 | play_again (op); |
|
|
1203 | return 1; |
989 | return 1; |
1204 | } |
990 | } |
1205 | |
991 | |
1206 | void |
992 | void |
1207 | flee_player (object *op) |
993 | flee_player (object *op) |
… | |
… | |
1238 | { |
1024 | { |
1239 | op->enemy = NULL; |
1025 | op->enemy = NULL; |
1240 | CLEAR_FLAG (op, FLAG_SCARED); |
1026 | CLEAR_FLAG (op, FLAG_SCARED); |
1241 | return; |
1027 | return; |
1242 | } |
1028 | } |
|
|
1029 | |
1243 | get_rangevector (op, op->enemy, &rv, 0); |
1030 | get_rangevector (op, op->enemy, &rv, 0); |
1244 | |
1031 | |
1245 | dir = absdir (4 + rv.direction); |
1032 | dir = absdir (4 + rv.direction); |
1246 | for (diff = 0; diff < 3; diff++) |
1033 | for (diff = 0; diff < 3; diff++) |
1247 | { |
1034 | { |
1248 | int m = 1 - (RANDOM () & 2); |
1035 | int m = 1 - (RANDOM () & 2); |
1249 | |
1036 | |
1250 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1037 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1251 | { |
|
|
1252 | return; |
1038 | return; |
1253 | } |
|
|
1254 | } |
1039 | } |
|
|
1040 | |
1255 | /* Cornered, get rid of scared */ |
1041 | /* Cornered, get rid of scared */ |
1256 | CLEAR_FLAG (op, FLAG_SCARED); |
1042 | CLEAR_FLAG (op, FLAG_SCARED); |
1257 | op->enemy = NULL; |
1043 | op->enemy = NULL; |
1258 | } |
1044 | } |
1259 | |
1045 | |
… | |
… | |
1423 | /* question: don't pick up known-poisonous stuff? */ |
1209 | /* question: don't pick up known-poisonous stuff? */ |
1424 | if (op->contr->mode & PU_FOOD) |
1210 | if (op->contr->mode & PU_FOOD) |
1425 | if (tmp->type == FOOD) |
1211 | if (tmp->type == FOOD) |
1426 | { |
1212 | { |
1427 | pick_up (op, tmp); |
1213 | pick_up (op, tmp); |
1428 | if (0) |
|
|
1429 | fprintf (stderr, "FOOD\n"); |
|
|
1430 | continue; |
1214 | continue; |
1431 | } |
1215 | } |
|
|
1216 | |
1432 | if (op->contr->mode & PU_DRINK) |
1217 | if (op->contr->mode & PU_DRINK) |
1433 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1218 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1434 | { |
1219 | { |
1435 | pick_up (op, tmp); |
1220 | pick_up (op, tmp); |
1436 | if (0) |
|
|
1437 | fprintf (stderr, "DRINK\n"); |
|
|
1438 | continue; |
1221 | continue; |
1439 | } |
1222 | } |
1440 | |
1223 | |
1441 | if (op->contr->mode & PU_POTION) |
1224 | if (op->contr->mode & PU_POTION) |
1442 | if (tmp->type == POTION) |
1225 | if (tmp->type == POTION) |
1443 | { |
1226 | { |
1444 | pick_up (op, tmp); |
1227 | pick_up (op, tmp); |
1445 | if (0) |
|
|
1446 | fprintf (stderr, "POTION\n"); |
|
|
1447 | continue; |
1228 | continue; |
1448 | } |
1229 | } |
1449 | |
1230 | |
1450 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1231 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1451 | if (op->contr->mode & PU_SPELLBOOK) |
1232 | if (op->contr->mode & PU_SPELLBOOK) |
1452 | if (tmp->type == SPELLBOOK) |
1233 | if (tmp->type == SPELLBOOK) |
1453 | { |
1234 | { |
1454 | pick_up (op, tmp); |
1235 | pick_up (op, tmp); |
1455 | if (0) |
|
|
1456 | fprintf (stderr, "SPELLBOOK\n"); |
|
|
1457 | continue; |
1236 | continue; |
1458 | } |
1237 | } |
|
|
1238 | |
1459 | if (op->contr->mode & PU_SKILLSCROLL) |
1239 | if (op->contr->mode & PU_SKILLSCROLL) |
1460 | if (tmp->type == SKILLSCROLL) |
1240 | if (tmp->type == SKILLSCROLL) |
1461 | { |
1241 | { |
1462 | pick_up (op, tmp); |
1242 | pick_up (op, tmp); |
1463 | if (0) |
|
|
1464 | fprintf (stderr, "SKILLSCROLL\n"); |
|
|
1465 | continue; |
1243 | continue; |
1466 | } |
1244 | } |
|
|
1245 | |
1467 | if (op->contr->mode & PU_READABLES) |
1246 | if (op->contr->mode & PU_READABLES) |
1468 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1247 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1469 | { |
1248 | { |
1470 | pick_up (op, tmp); |
1249 | pick_up (op, tmp); |
1471 | if (0) |
|
|
1472 | fprintf (stderr, "READABLES\n"); |
|
|
1473 | continue; |
1250 | continue; |
1474 | } |
1251 | } |
1475 | |
1252 | |
1476 | /* wands/staves/rods/horns */ |
1253 | /* wands/staves/rods/horns */ |
1477 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1254 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1478 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1255 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1479 | { |
1256 | { |
1480 | pick_up (op, tmp); |
1257 | pick_up (op, tmp); |
1481 | if (0) |
|
|
1482 | fprintf (stderr, "MAGIC_DEVICE\n"); |
|
|
1483 | continue; |
1258 | continue; |
1484 | } |
1259 | } |
1485 | |
1260 | |
1486 | /* pick up all magical items */ |
1261 | /* pick up all magical items */ |
1487 | if (op->contr->mode & PU_MAGICAL) |
1262 | if (op->contr->mode & PU_MAGICAL) |
1488 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1263 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1489 | { |
1264 | { |
1490 | pick_up (op, tmp); |
1265 | pick_up (op, tmp); |
1491 | if (0) |
|
|
1492 | fprintf (stderr, "MAGICAL\n"); |
|
|
1493 | continue; |
1266 | continue; |
1494 | } |
1267 | } |
1495 | |
1268 | |
1496 | if (op->contr->mode & PU_VALUABLES) |
1269 | if (op->contr->mode & PU_VALUABLES) |
1497 | { |
1270 | { |
1498 | if (tmp->type == MONEY || tmp->type == GEM) |
1271 | if (tmp->type == MONEY || tmp->type == GEM) |
1499 | { |
1272 | { |
1500 | pick_up (op, tmp); |
1273 | pick_up (op, tmp); |
1501 | if (0) |
|
|
1502 | fprintf (stderr, "MONEY/GEM\n"); |
|
|
1503 | continue; |
1274 | continue; |
1504 | } |
1275 | } |
1505 | } |
1276 | } |
1506 | |
1277 | |
1507 | /* rings & amulets - talismans seems to be typed AMULET */ |
1278 | /* rings & amulets - talismans seems to be typed AMULET */ |
1508 | if (op->contr->mode & PU_JEWELS) |
1279 | if (op->contr->mode & PU_JEWELS) |
1509 | if (tmp->type == RING || tmp->type == AMULET) |
1280 | if (tmp->type == RING || tmp->type == AMULET) |
1510 | { |
1281 | { |
1511 | pick_up (op, tmp); |
1282 | pick_up (op, tmp); |
|
|
1283 | continue; |
1512 | if (0) |
1284 | } |
1513 | fprintf (stderr, "JEWELS\n"); |
1285 | |
|
|
1286 | /* we don't forget dragon food */ |
|
|
1287 | if (op->contr->mode & PU_FLESH) |
|
|
1288 | if (tmp->type == FLESH) |
|
|
1289 | { |
|
|
1290 | pick_up (op, tmp); |
1514 | continue; |
1291 | continue; |
1515 | } |
1292 | } |
1516 | |
1293 | |
1517 | /* bows and arrows. Bows are good for selling! */ |
1294 | /* bows and arrows. Bows are good for selling! */ |
1518 | if (op->contr->mode & PU_BOW) |
1295 | if (op->contr->mode & PU_BOW) |
1519 | if (tmp->type == BOW) |
1296 | if (tmp->type == BOW) |
1520 | { |
1297 | { |
1521 | pick_up (op, tmp); |
1298 | pick_up (op, tmp); |
1522 | if (0) |
|
|
1523 | fprintf (stderr, "BOW\n"); |
|
|
1524 | continue; |
1299 | continue; |
1525 | } |
1300 | } |
|
|
1301 | |
1526 | if (op->contr->mode & PU_ARROW) |
1302 | if (op->contr->mode & PU_ARROW) |
1527 | if (tmp->type == ARROW) |
1303 | if (tmp->type == ARROW) |
1528 | { |
1304 | { |
1529 | pick_up (op, tmp); |
1305 | pick_up (op, tmp); |
1530 | if (0) |
|
|
1531 | fprintf (stderr, "ARROW\n"); |
|
|
1532 | continue; |
1306 | continue; |
1533 | } |
1307 | } |
1534 | |
1308 | |
1535 | /* all kinds of armor etc. */ |
1309 | /* all kinds of armor etc. */ |
1536 | if (op->contr->mode & PU_ARMOUR) |
1310 | if (op->contr->mode & PU_ARMOUR) |
1537 | if (tmp->type == ARMOUR) |
1311 | if (tmp->type == ARMOUR) |
1538 | { |
1312 | { |
1539 | pick_up (op, tmp); |
1313 | pick_up (op, tmp); |
1540 | if (0) |
|
|
1541 | fprintf (stderr, "ARMOUR\n"); |
|
|
1542 | continue; |
1314 | continue; |
1543 | } |
1315 | } |
|
|
1316 | |
1544 | if (op->contr->mode & PU_HELMET) |
1317 | if (op->contr->mode & PU_HELMET) |
1545 | if (tmp->type == HELMET) |
1318 | if (tmp->type == HELMET) |
1546 | { |
1319 | { |
1547 | pick_up (op, tmp); |
1320 | pick_up (op, tmp); |
1548 | if (0) |
|
|
1549 | fprintf (stderr, "HELMET\n"); |
|
|
1550 | continue; |
1321 | continue; |
1551 | } |
1322 | } |
|
|
1323 | |
1552 | if (op->contr->mode & PU_SHIELD) |
1324 | if (op->contr->mode & PU_SHIELD) |
1553 | if (tmp->type == SHIELD) |
1325 | if (tmp->type == SHIELD) |
1554 | { |
1326 | { |
1555 | pick_up (op, tmp); |
1327 | pick_up (op, tmp); |
1556 | if (0) |
|
|
1557 | fprintf (stderr, "SHIELD\n"); |
|
|
1558 | continue; |
1328 | continue; |
1559 | } |
1329 | } |
|
|
1330 | |
1560 | if (op->contr->mode & PU_BOOTS) |
1331 | if (op->contr->mode & PU_BOOTS) |
1561 | if (tmp->type == BOOTS) |
1332 | if (tmp->type == BOOTS) |
1562 | { |
1333 | { |
1563 | pick_up (op, tmp); |
1334 | pick_up (op, tmp); |
1564 | if (0) |
|
|
1565 | fprintf (stderr, "BOOTS\n"); |
|
|
1566 | continue; |
1335 | continue; |
1567 | } |
1336 | } |
|
|
1337 | |
1568 | if (op->contr->mode & PU_GLOVES) |
1338 | if (op->contr->mode & PU_GLOVES) |
1569 | if (tmp->type == GLOVES) |
1339 | if (tmp->type == GLOVES) |
1570 | { |
1340 | { |
1571 | pick_up (op, tmp); |
1341 | pick_up (op, tmp); |
1572 | if (0) |
|
|
1573 | fprintf (stderr, "GLOVES\n"); |
|
|
1574 | continue; |
1342 | continue; |
1575 | } |
1343 | } |
|
|
1344 | |
1576 | if (op->contr->mode & PU_CLOAK) |
1345 | if (op->contr->mode & PU_CLOAK) |
1577 | if (tmp->type == CLOAK) |
1346 | if (tmp->type == CLOAK) |
1578 | { |
1347 | { |
1579 | pick_up (op, tmp); |
1348 | pick_up (op, tmp); |
1580 | if (0) |
|
|
1581 | fprintf (stderr, "GLOVES\n"); |
|
|
1582 | continue; |
1349 | continue; |
1583 | } |
1350 | } |
1584 | |
1351 | |
1585 | /* hoping to catch throwing daggers here */ |
1352 | /* hoping to catch throwing daggers here */ |
1586 | if (op->contr->mode & PU_MISSILEWEAPON) |
1353 | if (op->contr->mode & PU_MISSILEWEAPON) |
1587 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1354 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1588 | { |
1355 | { |
1589 | pick_up (op, tmp); |
1356 | pick_up (op, tmp); |
1590 | if (0) |
|
|
1591 | fprintf (stderr, "MISSILEWEAPON\n"); |
|
|
1592 | continue; |
1357 | continue; |
1593 | } |
1358 | } |
1594 | |
1359 | |
1595 | /* careful: chairs and tables are weapons! */ |
1360 | /* careful: chairs and tables are weapons! */ |
1596 | if (op->contr->mode & PU_ALLWEAPON) |
1361 | if (op->contr->mode & PU_ALLWEAPON) |
… | |
… | |
1599 | { |
1364 | { |
1600 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1365 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1601 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1366 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1602 | { |
1367 | { |
1603 | pick_up (op, tmp); |
1368 | pick_up (op, tmp); |
1604 | if (0) |
|
|
1605 | fprintf (stderr, "WEAPON\n"); |
|
|
1606 | continue; |
1369 | continue; |
1607 | } |
1370 | } |
1608 | } |
1371 | } |
|
|
1372 | |
1609 | if (tmp->type == WEAPON && tmp->name == NULL) |
1373 | if (tmp->type == WEAPON && tmp->name == NULL) |
1610 | { |
1374 | { |
1611 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1375 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1612 | { |
1376 | { |
1613 | pick_up (op, tmp); |
1377 | pick_up (op, tmp); |
1614 | if (0) |
|
|
1615 | fprintf (stderr, "WEAPON\n"); |
|
|
1616 | continue; |
1378 | continue; |
1617 | } |
1379 | } |
1618 | } |
1380 | } |
1619 | } |
1381 | } |
1620 | |
1382 | |
1621 | /* misc stuff that's useful */ |
1383 | /* misc stuff that's useful */ |
1622 | if (op->contr->mode & PU_KEY) |
1384 | if (op->contr->mode & PU_KEY) |
1623 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1385 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1624 | { |
1386 | { |
1625 | pick_up (op, tmp); |
1387 | pick_up (op, tmp); |
1626 | if (0) |
|
|
1627 | fprintf (stderr, "KEY\n"); |
|
|
1628 | continue; |
1388 | continue; |
1629 | } |
1389 | } |
1630 | |
1390 | |
1631 | /* any of the last 4 bits set means we use the ratio for value |
1391 | /* any of the last 4 bits set means we use the ratio for value |
1632 | * pickups */ |
1392 | * pickups */ |
… | |
… | |
1654 | continue; |
1414 | continue; |
1655 | } |
1415 | } |
1656 | } |
1416 | } |
1657 | } /* the new pickup model */ |
1417 | } /* the new pickup model */ |
1658 | } |
1418 | } |
|
|
1419 | |
1659 | return !stop; |
1420 | return !stop; |
1660 | } |
1421 | } |
1661 | |
1422 | |
1662 | /* |
1423 | /* |
1663 | * Find an arrow in the inventory and after that |
1424 | * Find an arrow in the inventory and after that |
… | |
… | |
1840 | if (!dir) |
1601 | if (!dir) |
1841 | { |
1602 | { |
1842 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1603 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1843 | return 0; |
1604 | return 0; |
1844 | } |
1605 | } |
|
|
1606 | |
1845 | if (op->type == PLAYER) |
1607 | if (op->type == PLAYER) |
1846 | bow = op->contr->ranges[range_bow]; |
1608 | bow = op->contr->ranges[range_bow]; |
1847 | else |
1609 | else |
1848 | { |
1610 | { |
1849 | for (bow = op->inv; bow; bow = bow->below) |
1611 | for (bow = op->inv; bow; bow = bow->below) |
… | |
… | |
1857 | { |
1619 | { |
1858 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1620 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1859 | return 0; |
1621 | return 0; |
1860 | } |
1622 | } |
1861 | } |
1623 | } |
|
|
1624 | |
1862 | if (!bow->race || !bow->skill) |
1625 | if (!bow->race || !bow->skill) |
1863 | { |
1626 | { |
1864 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1627 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1865 | return 0; |
1628 | return 0; |
1866 | } |
1629 | } |
… | |
… | |
1868 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1631 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1869 | |
1632 | |
1870 | /* penalize ROF for bestarrow */ |
1633 | /* penalize ROF for bestarrow */ |
1871 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1634 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1872 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1635 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1636 | |
1873 | if (bowspeed < 1) |
1637 | if (bowspeed < 1) |
1874 | bowspeed = 1; |
1638 | bowspeed = 1; |
1875 | |
1639 | |
1876 | if (arrow == NULL) |
1640 | if (arrow == NULL) |
1877 | { |
1641 | { |
… | |
… | |
1883 | else |
1647 | else |
1884 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1648 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1885 | return 0; |
1649 | return 0; |
1886 | } |
1650 | } |
1887 | } |
1651 | } |
|
|
1652 | |
1888 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1653 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1889 | if (mflags & P_OUT_OF_MAP) |
1654 | if (mflags & P_OUT_OF_MAP) |
1890 | { |
|
|
1891 | return 0; |
1655 | return 0; |
1892 | } |
1656 | |
1893 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1657 | if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1894 | { |
1658 | { |
1895 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1659 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1896 | return 0; |
1660 | return 0; |
1897 | } |
1661 | } |
1898 | |
1662 | |
1899 | /* this should not happen, but sometimes does */ |
1663 | /* this should not happen, but sometimes does */ |
1900 | if (arrow->nrof == 0) |
1664 | if (arrow->nrof == 0) |
1901 | { |
1665 | { |
1902 | remove_ob (arrow); |
1666 | arrow->destroy (); |
1903 | free_object (arrow); |
|
|
1904 | return 0; |
1667 | return 0; |
1905 | } |
1668 | } |
1906 | |
1669 | |
1907 | left = arrow; /* these are arrows left to the player */ |
1670 | left = arrow; /* these are arrows left to the player */ |
1908 | arrow = get_split_ob (arrow, 1); |
1671 | arrow = get_split_ob (arrow, 1); |
1909 | if (arrow == NULL) |
1672 | if (!arrow) |
1910 | { |
1673 | { |
1911 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1674 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1912 | return 0; |
1675 | return 0; |
1913 | } |
1676 | } |
1914 | set_owner (arrow, op); |
1677 | |
|
|
1678 | arrow->set_owner (op); |
1915 | arrow->skill = bow->skill; |
1679 | arrow->skill = bow->skill; |
1916 | |
1680 | |
1917 | arrow->direction = dir; |
1681 | arrow->direction = dir; |
1918 | arrow->x = sx; |
1682 | arrow->x = sx; |
1919 | arrow->y = sy; |
1683 | arrow->y = sy; |
1920 | |
1684 | |
1921 | if (op->type == PLAYER) |
1685 | if (op->type == PLAYER) |
1922 | { |
1686 | { |
1923 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1687 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1924 | fix_player (op); |
1688 | op->update_stats (); |
1925 | } |
1689 | } |
1926 | |
1690 | |
1927 | SET_ANIMATION (arrow, arrow->direction); |
1691 | SET_ANIMATION (arrow, arrow->direction); |
1928 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1692 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1929 | arrow->stats.hp = arrow->stats.dam; |
1693 | arrow->stats.hp = arrow->stats.dam; |
1930 | arrow->stats.grace = arrow->attacktype; |
1694 | arrow->stats.grace = arrow->attacktype; |
1931 | if (arrow->slaying != NULL) |
1695 | if (arrow->slaying != NULL) |
1932 | arrow->spellarg = strdup_local (arrow->slaying); |
1696 | arrow->spellarg = strdup (arrow->slaying); |
1933 | |
1697 | |
1934 | /* Note that this was different for monsters - they got their level |
1698 | /* Note that this was different for monsters - they got their level |
1935 | * added to the damage. I think the strength bonus is more proper. |
1699 | * added to the damage. I think the strength bonus is more proper. |
1936 | */ |
1700 | */ |
1937 | |
1701 | |
… | |
… | |
1961 | } |
1725 | } |
1962 | |
1726 | |
1963 | if (arrow->attacktype == AT_PHYSICAL) |
1727 | if (arrow->attacktype == AT_PHYSICAL) |
1964 | arrow->attacktype |= bow->attacktype; |
1728 | arrow->attacktype |= bow->attacktype; |
1965 | |
1729 | |
1966 | if (bow->slaying != NULL) |
1730 | if (bow->slaying) |
1967 | arrow->slaying = bow->slaying; |
1731 | arrow->slaying = bow->slaying; |
1968 | |
1732 | |
1969 | arrow->map = m; |
1733 | arrow->map = m; |
1970 | arrow->move_type = MOVE_FLY_LOW; |
1734 | arrow->move_type = MOVE_FLY_LOW; |
1971 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1735 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
… | |
… | |
2087 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1851 | CLEAR_FLAG (item, FLAG_ANIMATE); |
2088 | item->face = item->arch->clone.face; |
1852 | item->face = item->arch->clone.face; |
2089 | item->speed = 0; |
1853 | item->speed = 0; |
2090 | update_ob_speed (item); |
1854 | update_ob_speed (item); |
2091 | } |
1855 | } |
2092 | if ((tmp = is_player_inv (item))) |
1856 | if ((tmp = item->in_player ())) |
2093 | esrv_update_item (UPD_ANIM, tmp, item); |
1857 | esrv_update_item (UPD_ANIM, tmp, item); |
2094 | } |
1858 | } |
2095 | } |
1859 | } |
2096 | else if (item->type == ROD || item->type == HORN) |
1860 | else if (item->type == ROD || item->type == HORN) |
2097 | { |
1861 | { |
… | |
… | |
2127 | case range_misc: |
1891 | case range_misc: |
2128 | fire_misc_object (op, dir); |
1892 | fire_misc_object (op, dir); |
2129 | return; |
1893 | return; |
2130 | |
1894 | |
2131 | case range_golem: /* Control summoned monsters from scrolls */ |
1895 | case range_golem: /* Control summoned monsters from scrolls */ |
2132 | if (op->contr->ranges[range_golem] == NULL || op->contr->golem_count != op->contr->ranges[range_golem]->count) |
1896 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
2133 | { |
1897 | { |
2134 | op->contr->ranges[range_golem] = NULL; |
1898 | op->contr->ranges[range_golem] = 0; |
2135 | op->contr->shoottype = range_none; |
1899 | op->contr->shoottype = range_none; |
2136 | op->contr->golem_count = 0; |
|
|
2137 | } |
1900 | } |
2138 | else |
1901 | else |
2139 | control_golem (op->contr->ranges[range_golem], dir); |
1902 | control_golem (op->contr->ranges[range_golem], dir); |
2140 | return; |
1903 | return; |
2141 | |
1904 | |
… | |
… | |
2248 | * 0 otherwise |
2011 | * 0 otherwise |
2249 | */ |
2012 | */ |
2250 | static int |
2013 | static int |
2251 | player_attack_door (object *op, object *door) |
2014 | player_attack_door (object *op, object *door) |
2252 | { |
2015 | { |
2253 | |
|
|
2254 | /* If its a door, try to find a use a key. If we do destroy the door, |
2016 | /* If its a door, try to find a use a key. If we do destroy the door, |
2255 | * might as well return immediately as there is nothing more to do - |
2017 | * might as well return immediately as there is nothing more to do - |
2256 | * otherwise, we fall through to the rest of the code. |
2018 | * otherwise, we fall through to the rest of the code. |
2257 | */ |
2019 | */ |
2258 | object *key = find_key (op, op, door); |
2020 | object *key = find_key (op, op, door); |
… | |
… | |
2296 | * It should keep the code cleaner. |
2058 | * It should keep the code cleaner. |
2297 | * When this is called, the players direction has been updated |
2059 | * When this is called, the players direction has been updated |
2298 | * (taking into account confusion.) The player is also actually |
2060 | * (taking into account confusion.) The player is also actually |
2299 | * going to try and move (not fire weapons). |
2061 | * going to try and move (not fire weapons). |
2300 | */ |
2062 | */ |
2301 | |
|
|
2302 | void |
2063 | void |
2303 | move_player_attack (object *op, int dir) |
2064 | move_player_attack (object *op, int dir) |
2304 | { |
2065 | { |
2305 | object *tmp, *mon; |
2066 | object *tmp, *mon; |
2306 | sint16 nx, ny; |
2067 | sint16 nx, ny; |
… | |
… | |
2308 | maptile *m; |
2069 | maptile *m; |
2309 | |
2070 | |
2310 | nx = freearr_x[dir] + op->x; |
2071 | nx = freearr_x[dir] + op->x; |
2311 | ny = freearr_y[dir] + op->y; |
2072 | ny = freearr_y[dir] + op->y; |
2312 | |
2073 | |
2313 | on_battleground = op_on_battleground (op, NULL, NULL); |
2074 | on_battleground = op_on_battleground (op, 0, 0); |
2314 | |
2075 | |
2315 | /* If braced, or can't move to the square, and it is not out of the |
2076 | /* If braced, or can't move to the square, and it is not out of the |
2316 | * map, attack it. Note order of if statement is important - don't |
2077 | * map, attack it. Note order of if statement is important - don't |
2317 | * want to be calling move_ob if braced, because move_ob will move the |
2078 | * want to be calling move_ob if braced, because move_ob will move the |
2318 | * player. This is a pretty nasty hack, because if we could |
2079 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2330 | return; /* Don't think this should happen */ |
2091 | return; /* Don't think this should happen */ |
2331 | } |
2092 | } |
2332 | else |
2093 | else |
2333 | m = op->map; |
2094 | m = op->map; |
2334 | |
2095 | |
2335 | if ((tmp = get_map_ob (m, nx, ny)) == NULL) |
2096 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
2336 | { |
2097 | { |
2337 | /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n"); */ |
2098 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
2338 | return; |
2099 | return; |
2339 | } |
2100 | } |
2340 | |
2101 | |
2341 | mon = NULL; |
2102 | mon = 0; |
2342 | /* Go through all the objects, and find ones of interest. Only stop if |
2103 | /* Go through all the objects, and find ones of interest. Only stop if |
2343 | * we find a monster - that is something we know we want to attack. |
2104 | * we find a monster - that is something we know we want to attack. |
2344 | * if its a door or barrel (can roll) see if there may be monsters |
2105 | * if its a door or barrel (can roll) see if there may be monsters |
2345 | * on the space |
2106 | * on the space |
2346 | */ |
2107 | */ |
2347 | while (tmp != NULL) |
2108 | while (tmp) |
2348 | { |
2109 | { |
2349 | if (tmp == op) |
2110 | if (tmp == op) |
2350 | { |
2111 | { |
2351 | tmp = tmp->above; |
2112 | tmp = tmp->above; |
2352 | continue; |
2113 | continue; |
2353 | } |
2114 | } |
|
|
2115 | |
2354 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2116 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2355 | { |
2117 | { |
2356 | mon = tmp; |
2118 | mon = tmp; |
2357 | break; |
2119 | break; |
2358 | } |
2120 | } |
|
|
2121 | |
2359 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
2122 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
2360 | mon = tmp; |
2123 | mon = tmp; |
|
|
2124 | |
2361 | tmp = tmp->above; |
2125 | tmp = tmp->above; |
2362 | } |
2126 | } |
2363 | |
2127 | |
2364 | if (mon == NULL) /* This happens anytime the player tries to move */ |
2128 | if (!mon) /* This happens anytime the player tries to move */ |
2365 | return; /* into a wall */ |
2129 | return; /* into a wall */ |
2366 | |
2130 | |
2367 | if (mon->head != NULL) |
2131 | if (mon->head) |
2368 | mon = mon->head; |
2132 | mon = mon->head; |
2369 | |
2133 | |
2370 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2134 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2371 | if (player_attack_door (op, mon)) |
2135 | if (player_attack_door (op, mon)) |
2372 | return; |
2136 | return; |
… | |
… | |
2384 | * player owns it and it is either friendly or unagressive. |
2148 | * player owns it and it is either friendly or unagressive. |
2385 | */ |
2149 | */ |
2386 | if ((op->type == PLAYER) |
2150 | if ((op->type == PLAYER) |
2387 | #if COZY_SERVER |
2151 | #if COZY_SERVER |
2388 | && |
2152 | && |
2389 | ((get_owner (mon) && get_owner (mon)->contr |
2153 | ((mon->owner && mon->owner->contr |
2390 | && same_party (get_owner (mon)->contr->party, op->contr->party)) || get_owner (mon) == op) |
2154 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2391 | #else |
2155 | #else |
2392 | && get_owner (mon) == op |
2156 | && mon->owner == op |
2393 | #endif |
2157 | #endif |
2394 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2158 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2395 | { |
2159 | { |
2396 | /* If we're braced, we don't want to switch places with it */ |
2160 | /* If we're braced, we don't want to switch places with it */ |
2397 | if (op->contr->braced) |
2161 | if (op->contr->braced) |
… | |
… | |
2409 | * attack them either. |
2173 | * attack them either. |
2410 | */ |
2174 | */ |
2411 | if ((mon->type == PLAYER || mon->enemy != op) && |
2175 | if ((mon->type == PLAYER || mon->enemy != op) && |
2412 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2176 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2413 | #ifdef PROHIBIT_PLAYERKILL |
2177 | #ifdef PROHIBIT_PLAYERKILL |
2414 | (op->contr->peaceful |
2178 | (op->contr->peaceful |
2415 | || (mon->type == PLAYER |
2179 | || (mon->type == PLAYER |
2416 | && mon->contr-> |
2180 | && mon->contr-> |
2417 | peaceful)) && |
2181 | peaceful)) && |
2418 | #else |
2182 | #else |
2419 | op->contr->peaceful && |
2183 | op->contr->peaceful && |
2420 | #endif |
2184 | #endif |
2421 | !on_battleground)) |
2185 | !on_battleground)) |
2422 | { |
2186 | { |
2423 | if (!op->contr->braced) |
2187 | if (!op->contr->braced) |
2424 | { |
2188 | { |
2425 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2189 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2426 | (void) push_ob (mon, dir, op); |
2190 | (void) push_ob (mon, dir, op); |
2427 | } |
2191 | } |
2428 | else |
2192 | else |
2429 | { |
|
|
2430 | new_draw_info (0, 0, op, "You withhold your attack"); |
2193 | new_draw_info (0, 0, op, "You withhold your attack"); |
2431 | } |
2194 | |
2432 | if (op->contr->tmp_invis || op->hide) |
2195 | if (op->contr->tmp_invis || op->hide) |
2433 | make_visible (op); |
2196 | make_visible (op); |
2434 | } |
2197 | } |
2435 | |
2198 | |
2436 | /* If the object is a boulder or other rollable object, then |
2199 | /* If the object is a boulder or other rollable object, then |
… | |
… | |
2464 | op->speed_left += op->speed / op->contr->weapon_sp; |
2227 | op->speed_left += op->speed / op->contr->weapon_sp; |
2465 | |
2228 | |
2466 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2229 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2467 | } |
2230 | } |
2468 | |
2231 | |
2469 | skill_attack (mon, op, 0, NULL, NULL); |
2232 | skill_attack (mon, op, 0, 0, 0); |
2470 | |
2233 | |
2471 | /* If attacking another player, that player gets automatic |
2234 | /* If attacking another player, that player gets automatic |
2472 | * hitback, and doesn't loose luck either. |
2235 | * hitback, and doesn't loose luck either. |
2473 | * Disable hitback on the battleground or if the target is |
2236 | * Disable hitback on the battleground or if the target is |
2474 | * the wiz. |
2237 | * the wiz. |
… | |
… | |
2476 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2239 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2477 | { |
2240 | { |
2478 | short luck = mon->stats.luck; |
2241 | short luck = mon->stats.luck; |
2479 | |
2242 | |
2480 | mon->contr->has_hit = 1; |
2243 | mon->contr->has_hit = 1; |
2481 | skill_attack (op, mon, 0, NULL, NULL); |
2244 | skill_attack (op, mon, 0, 0, 0); |
2482 | mon->stats.luck = luck; |
2245 | mon->stats.luck = luck; |
2483 | } |
2246 | } |
|
|
2247 | |
2484 | if (action_makes_visible (op)) |
2248 | if (action_makes_visible (op)) |
2485 | make_visible (op); |
2249 | make_visible (op); |
2486 | } |
2250 | } |
2487 | } /* if player should attack something */ |
2251 | } /* if player should attack something */ |
2488 | } |
2252 | } |
… | |
… | |
2523 | |
2287 | |
2524 | /* Add special check for newcs players and fire on - this way, the |
2288 | /* Add special check for newcs players and fire on - this way, the |
2525 | * server can handle repeat firing. |
2289 | * server can handle repeat firing. |
2526 | */ |
2290 | */ |
2527 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2291 | if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2528 | { |
|
|
2529 | op->direction = dir; |
2292 | op->direction = dir; |
2530 | } |
|
|
2531 | else |
2293 | else |
2532 | { |
|
|
2533 | op->direction = 0; |
2294 | op->direction = 0; |
2534 | } |
2295 | |
2535 | /* Update how the player looks. Use the facing, so direction may |
2296 | /* Update how the player looks. Use the facing, so direction may |
2536 | * get reset to zero. This allows for full animation capabilities |
2297 | * get reset to zero. This allows for full animation capabilities |
2537 | * for players. |
2298 | * for players. |
2538 | */ |
2299 | */ |
2539 | animate_object (op, op->facing); |
2300 | animate_object (op, op->facing); |
… | |
… | |
2584 | /* I've been seeing crashes where the golem has been destroyed, but |
2345 | /* I've been seeing crashes where the golem has been destroyed, but |
2585 | * the player object still points to the defunct golem. The code that |
2346 | * the player object still points to the defunct golem. The code that |
2586 | * destroys the golem looks correct, and it doesn't always happen, so |
2347 | * destroys the golem looks correct, and it doesn't always happen, so |
2587 | * put this in a a workaround to clean up the golem pointer. |
2348 | * put this in a a workaround to clean up the golem pointer. |
2588 | */ |
2349 | */ |
2589 | if (op->contr->ranges[range_golem] && |
|
|
2590 | ((op->contr->golem_count != op->contr->ranges[range_golem]->count) || QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))) |
2350 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
2591 | { |
|
|
2592 | op->contr->ranges[range_golem] = NULL; |
2351 | op->contr->ranges[range_golem] = 0; |
2593 | op->contr->golem_count = 0; |
|
|
2594 | } |
|
|
2595 | |
2352 | |
2596 | /* call this here - we also will call this in do_ericserver, but |
2353 | /* call this here - we also will call this in do_ericserver, but |
2597 | * the players time has been increased when doericserver has been |
2354 | * the players time has been increased when doericserver has been |
2598 | * called, so we recheck it here. |
2355 | * called, so we recheck it here. |
2599 | */ |
2356 | */ |
2600 | HandleClient (&op->contr->socket, op->contr); |
2357 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
|
|
2358 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2359 | ; |
|
|
2360 | |
2601 | if (op->speed_left < 0) |
2361 | if (op->speed_left < 0) |
2602 | return 0; |
2362 | return 0; |
2603 | |
2363 | |
2604 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2364 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2605 | { |
2365 | { |
… | |
… | |
2614 | if (op->speed_left > 0) |
2374 | if (op->speed_left > 0) |
2615 | return 1; |
2375 | return 1; |
2616 | else |
2376 | else |
2617 | return 0; |
2377 | return 0; |
2618 | } |
2378 | } |
|
|
2379 | |
2619 | return 0; |
2380 | return 0; |
2620 | } |
2381 | } |
2621 | |
2382 | |
2622 | int |
2383 | int |
2623 | save_life (object *op) |
2384 | save_life (object *op) |
2624 | { |
2385 | { |
2625 | object *tmp; |
|
|
2626 | |
|
|
2627 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2386 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2628 | return 0; |
2387 | return 0; |
2629 | |
2388 | |
2630 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2389 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2631 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2390 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2632 | { |
2391 | { |
2633 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2392 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2634 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2393 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
|
|
2394 | |
2635 | if (op->contr) |
2395 | if (op->contr) |
2636 | esrv_del_item (op->contr, tmp->count); |
2396 | esrv_del_item (op->contr, tmp->count); |
2637 | remove_ob (tmp); |
2397 | |
2638 | free_object (tmp); |
2398 | tmp->destroy (); |
2639 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2399 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
|
|
2400 | |
2640 | if (op->stats.hp < 0) |
2401 | if (op->stats.hp < 0) |
2641 | op->stats.hp = op->stats.maxhp; |
2402 | op->stats.hp = op->stats.maxhp; |
|
|
2403 | |
2642 | if (op->stats.food < 0) |
2404 | if (op->stats.food < 0) |
2643 | op->stats.food = 999; |
2405 | op->stats.food = 999; |
2644 | fix_player (op); |
2406 | |
|
|
2407 | op->update_stats (); |
2645 | return 1; |
2408 | return 1; |
2646 | } |
2409 | } |
|
|
2410 | |
2647 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2411 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2648 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2412 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2649 | enter_player_savebed (op); /* bring him home. */ |
2413 | enter_player_savebed (op); /* bring him home. */ |
2650 | return 0; |
2414 | return 0; |
2651 | } |
2415 | } |
… | |
… | |
2665 | next = op->below; /* Make sure we have a good value, in case |
2429 | next = op->below; /* Make sure we have a good value, in case |
2666 | * we remove object 'op' |
2430 | * we remove object 'op' |
2667 | */ |
2431 | */ |
2668 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2432 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2669 | { |
2433 | { |
2670 | remove_ob (op); |
2434 | op->remove (); |
2671 | op->x = env->x; |
2435 | op->x = env->x; |
2672 | op->y = env->y; |
2436 | op->y = env->y; |
2673 | if (env->type == PLAYER) |
2437 | if (env->type == PLAYER) |
2674 | esrv_del_item (env->contr, op->count); |
2438 | esrv_del_item (env->contr, op->count); |
2675 | insert_ob_in_map (op, env->map, NULL, 0); |
2439 | insert_ob_in_map (op, env->map, NULL, 0); |
2676 | } |
2440 | } |
2677 | else if (op->inv) |
2441 | else if (op->inv) |
2678 | remove_unpaid_objects (op->inv, env); |
2442 | remove_unpaid_objects (op->inv, env); |
|
|
2443 | |
2679 | op = next; |
2444 | op = next; |
2680 | } |
2445 | } |
2681 | } |
2446 | } |
2682 | |
2447 | |
2683 | |
2448 | |
… | |
… | |
2698 | strcpy (buf2, " R.I.P.\n\n"); |
2463 | strcpy (buf2, " R.I.P.\n\n"); |
2699 | if (op->type == PLAYER) |
2464 | if (op->type == PLAYER) |
2700 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2465 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2701 | else |
2466 | else |
2702 | sprintf (buf, "%s\n", &op->name); |
2467 | sprintf (buf, "%s\n", &op->name); |
|
|
2468 | |
2703 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2469 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2704 | strcat (buf2, buf); |
2470 | strcat (buf2, buf); |
2705 | if (op->type == PLAYER) |
2471 | if (op->type == PLAYER) |
2706 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2472 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2707 | else |
2473 | else |
2708 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2474 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2475 | |
2709 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2476 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2710 | strcat (buf2, buf); |
2477 | strcat (buf2, buf); |
2711 | if (op->type == PLAYER) |
2478 | if (op->type == PLAYER) |
2712 | { |
2479 | { |
2713 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2480 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2714 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2481 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2715 | strcat (buf2, buf); |
2482 | strcat (buf2, buf); |
2716 | } |
2483 | } |
|
|
2484 | |
2717 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2485 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2718 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2486 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2719 | strcat (buf2, buf); |
2487 | strcat (buf2, buf); |
|
|
2488 | |
2720 | return buf2; |
2489 | return buf2; |
2721 | } |
2490 | } |
2722 | |
2491 | |
2723 | |
2492 | |
2724 | |
2493 | |
… | |
… | |
2741 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2510 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2742 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2511 | if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2743 | flush_output_element (op, &op->contr->outputs[i]); |
2512 | flush_output_element (op, &op->contr->outputs[i]); |
2744 | } |
2513 | } |
2745 | |
2514 | |
2746 | if (op->contr->state == ST_PLAYING) |
2515 | if (op->contr->ns->state == ST_PLAYING) |
2747 | { |
2516 | { |
2748 | |
2517 | |
2749 | /* these next three if clauses make it possible to SLOW DOWN |
2518 | /* these next three if clauses make it possible to SLOW DOWN |
2750 | hp/grace/spellpoint regeneration. */ |
2519 | hp/grace/spellpoint regeneration. */ |
2751 | if (op->contr->gen_hp >= 0) |
2520 | if (op->contr->gen_hp >= 0) |
… | |
… | |
2893 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2662 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2894 | op->stats.food--; |
2663 | op->stats.food--; |
2895 | } |
2664 | } |
2896 | } |
2665 | } |
2897 | |
2666 | |
2898 | if (op->contr->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2667 | if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) |
2899 | { |
2668 | { |
2900 | object *tmp, *flesh = NULL; |
2669 | object *tmp, *flesh = NULL; |
2901 | |
2670 | |
2902 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2671 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2903 | { |
2672 | { |
… | |
… | |
2925 | } /* end if player is starving */ |
2694 | } /* end if player is starving */ |
2926 | |
2695 | |
2927 | while (op->stats.food < 0 && op->stats.hp > 0) |
2696 | while (op->stats.food < 0 && op->stats.hp > 0) |
2928 | op->stats.food++, op->stats.hp--; |
2697 | op->stats.food++, op->stats.hp--; |
2929 | |
2698 | |
2930 | if (!op->contr->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2699 | if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) |
2931 | kill_player (op); |
2700 | kill_player (op); |
2932 | } |
2701 | } |
2933 | |
2702 | |
2934 | |
2703 | |
2935 | |
2704 | |
… | |
… | |
2972 | /* restore player */ |
2741 | /* restore player */ |
2973 | at = archetype::find ("poisoning"); |
2742 | at = archetype::find ("poisoning"); |
2974 | tmp = present_arch_in_ob (at, op); |
2743 | tmp = present_arch_in_ob (at, op); |
2975 | if (tmp) |
2744 | if (tmp) |
2976 | { |
2745 | { |
2977 | remove_ob (tmp); |
2746 | tmp->destroy (); |
2978 | free_object (tmp); |
|
|
2979 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2747 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2980 | } |
2748 | } |
2981 | |
2749 | |
2982 | at = archetype::find ("confusion"); |
2750 | at = archetype::find ("confusion"); |
2983 | tmp = present_arch_in_ob (at, op); |
2751 | tmp = present_arch_in_ob (at, op); |
2984 | if (tmp) |
2752 | if (tmp) |
2985 | { |
2753 | { |
2986 | remove_ob (tmp); |
2754 | tmp->destroy (); |
2987 | free_object (tmp); |
|
|
2988 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2755 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2989 | } |
2756 | } |
2990 | |
2757 | |
2991 | cure_disease (op, 0); /* remove any disease */ |
2758 | cure_disease (op, 0); /* remove any disease */ |
2992 | op->stats.hp = op->stats.maxhp; |
2759 | op->stats.hp = op->stats.maxhp; |
… | |
… | |
3048 | x = op->x; |
2815 | x = op->x; |
3049 | y = op->y; |
2816 | y = op->y; |
3050 | map = op->map; |
2817 | map = op->map; |
3051 | |
2818 | |
3052 | |
2819 | |
3053 | if (settings.not_permadeth == TRUE) |
|
|
3054 | { |
|
|
3055 | /* NOT_PERMADEATH code. This basically brings the character back to |
2820 | /* NOT_PERMADEATH code. This basically brings the character back to |
3056 | * life if they are dead - it takes some exp and a random stat. |
2821 | * life if they are dead - it takes some exp and a random stat. |
3057 | * See the config.h file for a little more in depth detail about this. |
2822 | * See the config.h file for a little more in depth detail about this. |
3058 | */ |
2823 | */ |
3059 | |
2824 | |
3060 | /* Basically two ways to go - remove a stat permanently, or just |
2825 | /* Basically two ways to go - remove a stat permanently, or just |
3061 | * make it depletion. This bunch of code deals with that aspect |
2826 | * make it depletion. This bunch of code deals with that aspect |
3062 | * of death. |
2827 | * of death. |
3063 | */ |
2828 | */ |
3064 | #ifndef COZY_SERVER |
2829 | #ifndef COZY_SERVER |
3065 | if (settings.balanced_stat_loss) |
2830 | if (settings.balanced_stat_loss) |
3066 | { |
2831 | { |
3067 | /* If stat loss is permanent, lose one stat only. */ |
2832 | /* If stat loss is permanent, lose one stat only. */ |
3068 | /* Lower level chars don't lose as many stats because they suffer |
2833 | /* Lower level chars don't lose as many stats because they suffer |
3069 | more if they do. */ |
2834 | more if they do. */ |
3070 | /* Higher level characters can afford things such as potions of |
2835 | /* Higher level characters can afford things such as potions of |
3071 | restoration, or better, stat potions. So we slug them that |
2836 | restoration, or better, stat potions. So we slug them that |
3072 | little bit harder. */ |
2837 | little bit harder. */ |
3073 | /* GD */ |
2838 | /* GD */ |
3074 | if (settings.stat_loss_on_death) |
2839 | if (settings.stat_loss_on_death) |
3075 | num_stats_lose = 1; |
2840 | num_stats_lose = 1; |
3076 | else |
|
|
3077 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
3078 | } |
|
|
3079 | else |
2841 | else |
3080 | { |
2842 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
|
|
2843 | } |
|
|
2844 | else |
|
|
2845 | { |
3081 | num_stats_lose = 1; |
2846 | num_stats_lose = 1; |
3082 | } |
2847 | } |
3083 | lost_a_stat = 0; |
2848 | lost_a_stat = 0; |
3084 | |
2849 | |
3085 | for (z = 0; z < num_stats_lose; z++) |
2850 | for (z = 0; z < num_stats_lose; z++) |
3086 | { |
2851 | { |
3087 | i = RANDOM () % NUM_STATS; |
2852 | i = RANDOM () % NUM_STATS; |
3088 | |
2853 | |
3089 | if (settings.stat_loss_on_death) |
2854 | if (settings.stat_loss_on_death) |
3090 | { |
2855 | { |
3091 | /* Pick a random stat and take a point off it. Tell the player |
2856 | /* Pick a random stat and take a point off it. Tell the player |
3092 | * what he lost. |
2857 | * what he lost. |
3093 | */ |
2858 | */ |
3094 | change_attr_value (&(op->stats), i, -1); |
2859 | change_attr_value (&(op->stats), i, -1); |
3095 | check_stat_bounds (&(op->stats)); |
2860 | check_stat_bounds (&(op->stats)); |
3096 | change_attr_value (&(op->contr->orig_stats), i, -1); |
2861 | change_attr_value (&(op->contr->orig_stats), i, -1); |
3097 | check_stat_bounds (&(op->contr->orig_stats)); |
2862 | check_stat_bounds (&(op->contr->orig_stats)); |
3098 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2863 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
3099 | lost_a_stat = 1; |
2864 | lost_a_stat = 1; |
|
|
2865 | } |
|
|
2866 | else |
|
|
2867 | { |
|
|
2868 | /* deplete a stat */ |
|
|
2869 | archetype *deparch = archetype::find ("depletion"); |
|
|
2870 | object *dep; |
|
|
2871 | |
|
|
2872 | dep = present_arch_in_ob (deparch, op); |
|
|
2873 | if (!dep) |
|
|
2874 | { |
|
|
2875 | dep = arch_to_object (deparch); |
|
|
2876 | insert_ob_in_ob (dep, op); |
3100 | } |
2877 | } |
3101 | else |
2878 | lose_this_stat = 1; |
|
|
2879 | if (settings.balanced_stat_loss) |
3102 | { |
2880 | { |
3103 | /* deplete a stat */ |
2881 | /* GD */ |
3104 | archetype *deparch = archetype::find ("depletion"); |
2882 | /* Get the stat that we're about to deplete. */ |
3105 | object *dep; |
2883 | this_stat = get_attr_value (&(dep->stats), i); |
3106 | |
2884 | if (this_stat < 0) |
3107 | dep = present_arch_in_ob (deparch, op); |
|
|
3108 | if (!dep) |
|
|
3109 | { |
2885 | { |
3110 | dep = arch_to_object (deparch); |
2886 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
3111 | insert_ob_in_ob (dep, op); |
2887 | int keep_chance = this_stat * this_stat; |
3112 | } |
2888 | |
3113 | lose_this_stat = 1; |
2889 | /* Yes, I am paranoid. Sue me. */ |
3114 | if (settings.balanced_stat_loss) |
|
|
3115 | { |
|
|
3116 | /* GD */ |
|
|
3117 | /* Get the stat that we're about to deplete. */ |
|
|
3118 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3119 | if (this_stat < 0) |
2890 | if (keep_chance < 1) |
|
|
2891 | keep_chance = 1; |
|
|
2892 | |
|
|
2893 | /* There is a maximum depletion total per level. */ |
|
|
2894 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
3120 | { |
2895 | { |
3121 | int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
|
|
3122 | int keep_chance = this_stat * this_stat; |
|
|
3123 | |
|
|
3124 | /* Yes, I am paranoid. Sue me. */ |
|
|
3125 | if (keep_chance < 1) |
|
|
3126 | keep_chance = 1; |
|
|
3127 | |
|
|
3128 | /* There is a maximum depletion total per level. */ |
|
|
3129 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
|
|
3130 | { |
|
|
3131 | lose_this_stat = 0; |
2896 | lose_this_stat = 0; |
3132 | /* Take loss chance vs keep chance to see if we |
2897 | /* Take loss chance vs keep chance to see if we |
3133 | retain the stat. */ |
2898 | retain the stat. */ |
3134 | } |
|
|
3135 | else |
|
|
3136 | { |
|
|
3137 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
|
|
3138 | lose_this_stat = 0; |
|
|
3139 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
3140 | this_stat, keep_chance, loss_chance, |
|
|
3141 | lose_this_stat?"LOSE":"KEEP"); */ |
|
|
3142 | } |
|
|
3143 | } |
2899 | } |
3144 | } |
|
|
3145 | |
|
|
3146 | if (lose_this_stat) |
|
|
3147 | { |
|
|
3148 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
3149 | /* We could try to do something clever like find another |
|
|
3150 | * stat to reduce if this fails. But chances are, if |
|
|
3151 | * stats have been depleted to -50, all are pretty low |
|
|
3152 | * and should be roughly the same, so it shouldn't make a |
|
|
3153 | * difference. |
|
|
3154 | */ |
2900 | else |
3155 | if (this_stat >= -50) |
|
|
3156 | { |
2901 | { |
3157 | change_attr_value (&(dep->stats), i, -1); |
2902 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
3158 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
3159 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
3160 | fix_player (op); |
|
|
3161 | lost_a_stat = 1; |
2903 | lose_this_stat = 0; |
|
|
2904 | /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
|
|
2905 | this_stat, keep_chance, loss_chance, |
|
|
2906 | lose_this_stat?"LOSE":"KEEP"); */ |
3162 | } |
2907 | } |
3163 | } |
2908 | } |
3164 | } |
2909 | } |
|
|
2910 | |
|
|
2911 | if (lose_this_stat) |
|
|
2912 | { |
|
|
2913 | this_stat = get_attr_value (&(dep->stats), i); |
|
|
2914 | /* We could try to do something clever like find another |
|
|
2915 | * stat to reduce if this fails. But chances are, if |
|
|
2916 | * stats have been depleted to -50, all are pretty low |
|
|
2917 | * and should be roughly the same, so it shouldn't make a |
|
|
2918 | * difference. |
|
|
2919 | */ |
|
|
2920 | if (this_stat >= -50) |
|
|
2921 | { |
|
|
2922 | change_attr_value (&(dep->stats), i, -1); |
|
|
2923 | SET_FLAG (dep, FLAG_APPLIED); |
|
|
2924 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
|
|
2925 | op->update_stats (); |
|
|
2926 | lost_a_stat = 1; |
|
|
2927 | } |
3165 | } |
2928 | } |
|
|
2929 | } |
|
|
2930 | } |
3166 | /* If no stat lost, tell the player. */ |
2931 | /* If no stat lost, tell the player. */ |
3167 | if (!lost_a_stat) |
2932 | if (!lost_a_stat) |
3168 | { |
2933 | { |
3169 | /* determine_god() seems to not work sometimes... why is this? |
2934 | /* determine_god() seems to not work sometimes... why is this? |
3170 | Should I be using something else? GD */ |
2935 | Should I be using something else? GD */ |
3171 | const char *god = determine_god (op); |
2936 | const char *god = determine_god (op); |
3172 | |
2937 | |
3173 | if (god && (strcmp (god, "none"))) |
2938 | if (god && (strcmp (god, "none"))) |
3174 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief " "moment you feel the holy presence of %s protecting" " you.", god); |
2939 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
3175 | else |
2940 | else |
3176 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you."); |
2941 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
3177 | } |
2942 | } |
|
|
2943 | #else |
|
|
2944 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
3178 | #endif |
2945 | #endif |
3179 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
|
|
3180 | |
2946 | |
3181 | /* Put a gravestone up where the character 'almost' died. List the |
2947 | /* Put a gravestone up where the character 'almost' died. List the |
3182 | * exp loss on the stone. |
2948 | * exp loss on the stone. |
3183 | */ |
2949 | */ |
3184 | tmp = arch_to_object (archetype::find ("gravestone")); |
2950 | tmp = arch_to_object (archetype::find ("gravestone")); |
3185 | sprintf (buf, "%s's gravestone", &op->name); |
2951 | sprintf (buf, "%s's gravestone", &op->name); |
3186 | tmp->name = buf; |
2952 | tmp->name = buf; |
3187 | sprintf (buf, "%s's gravestones", &op->name); |
2953 | sprintf (buf, "%s's gravestones", &op->name); |
3188 | tmp->name_pl = buf; |
2954 | tmp->name_pl = buf; |
3189 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
2955 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
3190 | tmp->msg = buf; |
2956 | tmp->msg = buf; |
3191 | tmp->x = op->x, tmp->y = op->y; |
2957 | tmp->x = op->x, tmp->y = op->y; |
3192 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2958 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3193 | |
2959 | |
3194 | /**************************************/ |
2960 | /**************************************/ |
3195 | /* */ |
2961 | /* */ |
3196 | /* Subtract the experience points, */ |
2962 | /* Subtract the experience points, */ |
3197 | /* if we died cause of food, give us */ |
2963 | /* if we died cause of food, give us */ |
3198 | /* food, and reset HP's... */ |
2964 | /* food, and reset HP's... */ |
3199 | /* */ |
2965 | /* */ |
3200 | |
|
|
3201 | /**************************************/ |
2966 | /**************************************/ |
3202 | |
2967 | |
3203 | /* remove any poisoning and confusion the character may be suffering. */ |
2968 | /* remove any poisoning and confusion the character may be suffering. */ |
3204 | /* restore player */ |
2969 | /* restore player */ |
3205 | at = archetype::find ("poisoning"); |
2970 | at = archetype::find ("poisoning"); |
3206 | tmp = present_arch_in_ob (at, op); |
2971 | tmp = present_arch_in_ob (at, op); |
|
|
2972 | |
3207 | if (tmp) |
2973 | if (tmp) |
3208 | { |
2974 | { |
3209 | remove_ob (tmp); |
2975 | tmp->destroy (); |
3210 | free_object (tmp); |
|
|
3211 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2976 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
3212 | } |
2977 | } |
3213 | |
2978 | |
3214 | at = archetype::find ("confusion"); |
2979 | at = archetype::find ("confusion"); |
3215 | tmp = present_arch_in_ob (at, op); |
2980 | tmp = present_arch_in_ob (at, op); |
3216 | if (tmp) |
2981 | if (tmp) |
3217 | { |
2982 | { |
3218 | remove_ob (tmp); |
2983 | tmp->destroy (); |
3219 | free_object (tmp); |
|
|
3220 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2984 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
3221 | } |
2985 | } |
|
|
2986 | |
3222 | cure_disease (op, 0); /* remove any disease */ |
2987 | cure_disease (op, 0); /* remove any disease */ |
3223 | |
2988 | |
3224 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2989 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
3225 | apply_death_exp_penalty (op); |
2990 | apply_death_exp_penalty (op); |
3226 | if (op->stats.food < 100) |
2991 | if (op->stats.food < 100) |
3227 | op->stats.food = 900; |
2992 | op->stats.food = 900; |
3228 | op->stats.hp = op->stats.maxhp; |
2993 | op->stats.hp = op->stats.maxhp; |
3229 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2994 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
3230 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2995 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
3231 | |
2996 | |
3232 | /* |
2997 | /* |
3233 | * Check to see if the player is in a shop. IF so, then check to see if |
2998 | * Check to see if the player is in a shop. IF so, then check to see if |
3234 | * the player has any unpaid items. If so, remove them and put them back |
2999 | * the player has any unpaid items. If so, remove them and put them back |
3235 | * in the map. |
3000 | * in the map. |
3236 | */ |
3001 | */ |
3237 | |
3002 | |
3238 | if (is_in_shop (op)) |
3003 | if (is_in_shop (op)) |
3239 | remove_unpaid_objects (op->inv, op); |
3004 | remove_unpaid_objects (op->inv, op); |
3240 | |
3005 | |
3241 | /****************************************/ |
3006 | /****************************************/ |
3242 | /* */ |
3007 | /* */ |
3243 | /* Move player to his current respawn- */ |
3008 | /* Move player to his current respawn- */ |
3244 | /* position (usually last savebed) */ |
3009 | /* position (usually last savebed) */ |
3245 | /* */ |
3010 | /* */ |
3246 | |
|
|
3247 | /****************************************/ |
3011 | /****************************************/ |
3248 | |
3012 | |
3249 | enter_player_savebed (op); |
3013 | enter_player_savebed (op); |
3250 | |
3014 | |
3251 | /* Save the player before inserting the force to reduce |
3015 | /* Save the player before inserting the force to reduce |
3252 | * chance of abuse. |
3016 | * chance of abuse. |
3253 | */ |
3017 | */ |
3254 | op->contr->braced = 0; |
3018 | op->contr->braced = 0; |
3255 | save_player (op, 1); |
3019 | op->contr->save (); |
3256 | |
3020 | |
3257 | /* it is possible that the player has blown something up |
3021 | /* it is possible that the player has blown something up |
3258 | * at his savebed location, and that can have long lasting |
3022 | * at his savebed location, and that can have long lasting |
3259 | * spell effects. So first see if there is a spell effect |
3023 | * spell effects. So first see if there is a spell effect |
3260 | * on the space that might harm the player. |
3024 | * on the space that might harm the player. |
3261 | */ |
3025 | */ |
3262 | will_kill_again = 0; |
3026 | will_kill_again = 0; |
3263 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3027 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
3264 | { |
|
|
3265 | if (tmp->type == SPELL_EFFECT) |
3028 | if (tmp->type == SPELL_EFFECT) |
3266 | will_kill_again |= tmp->attacktype; |
3029 | will_kill_again |= tmp->attacktype; |
3267 | } |
3030 | |
3268 | if (will_kill_again) |
3031 | if (will_kill_again) |
3269 | { |
3032 | { |
3270 | object *force; |
3033 | object *force; |
3271 | int at; |
3034 | int at; |
3272 | |
3035 | |
3273 | force = get_archetype (FORCE_NAME); |
3036 | force = get_archetype (FORCE_NAME); |
3274 | /* 50 ticks should be enough time for the spell to abate */ |
3037 | /* 50 ticks should be enough time for the spell to abate */ |
3275 | force->speed = 0.1; |
3038 | force->speed = 0.1; |
3276 | force->speed_left = -5.0; |
3039 | force->speed_left = -5.0; |
3277 | SET_FLAG (force, FLAG_APPLIED); |
3040 | SET_FLAG (force, FLAG_APPLIED); |
3278 | for (at = 0; at < NROFATTACKS; at++) |
3041 | for (at = 0; at < NROFATTACKS; at++) |
3279 | { |
|
|
3280 | if (will_kill_again & (1 << at)) |
3042 | if (will_kill_again & (1 << at)) |
3281 | force->resist[at] = 100; |
3043 | force->resist[at] = 100; |
3282 | } |
3044 | |
3283 | insert_ob_in_ob (force, op); |
3045 | insert_ob_in_ob (force, op); |
3284 | fix_player (op); |
3046 | op->update_stats (); |
3285 | |
3047 | |
3286 | } |
3048 | } |
3287 | |
3049 | |
3288 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3050 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3289 | return; |
|
|
3290 | } /* NOT_PERMADETH */ |
|
|
3291 | else |
|
|
3292 | { |
|
|
3293 | /* If NOT_PERMADETH is set, then the rest of this is not reachable. This |
|
|
3294 | * should probably be embedded in an else statement. |
|
|
3295 | */ |
|
|
3296 | |
|
|
3297 | op->contr->party = NULL; |
|
|
3298 | if (settings.set_title == TRUE) |
|
|
3299 | op->contr->own_title[0] = '\0'; |
|
|
3300 | new_draw_info (NDI_UNIQUE | NDI_ALL, 0, NULL, buf); |
|
|
3301 | check_score (op); |
|
|
3302 | if (op->contr->ranges[range_golem] != NULL) |
|
|
3303 | { |
|
|
3304 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
3305 | remove_ob (op->contr->ranges[range_golem]); |
|
|
3306 | free_object (op->contr->ranges[range_golem]); |
|
|
3307 | op->contr->ranges[range_golem] = NULL; |
|
|
3308 | op->contr->golem_count = 0; |
|
|
3309 | } |
|
|
3310 | loot_object (op); /* Remove some of the items for good */ |
|
|
3311 | remove_ob (op); |
|
|
3312 | op->direction = 0; |
|
|
3313 | |
|
|
3314 | if (!QUERY_FLAG (op, FLAG_WAS_WIZ) && op->stats.exp) |
|
|
3315 | { |
|
|
3316 | delete_character (op->name, 0); |
|
|
3317 | if (settings.resurrection == TRUE) |
|
|
3318 | { |
|
|
3319 | /* save playerfile sans equipment when player dies |
|
|
3320 | ** then save it as player.pl.dead so that future resurrection |
|
|
3321 | ** type spells will work on them nicely |
|
|
3322 | */ |
|
|
3323 | delete_character (op->name, 0); |
|
|
3324 | op->stats.hp = op->stats.maxhp; |
|
|
3325 | op->stats.food = 999; |
|
|
3326 | |
|
|
3327 | /* set the location of where the person will reappear when */ |
|
|
3328 | /* maybe resurrection code should fix map also */ |
|
|
3329 | strcpy (op->contr->maplevel, settings.emergency_mapname); |
|
|
3330 | if (op->map != NULL) |
|
|
3331 | op->map = NULL; |
|
|
3332 | op->x = settings.emergency_x; |
|
|
3333 | op->y = settings.emergency_y; |
|
|
3334 | save_player (op, 0); |
|
|
3335 | op->map = map; |
|
|
3336 | /* please see resurrection.c: peterm */ |
|
|
3337 | dead_player (op); |
|
|
3338 | } |
|
|
3339 | else |
|
|
3340 | delete_character (op->name, 1); |
|
|
3341 | } |
|
|
3342 | |
|
|
3343 | play_again (op); |
|
|
3344 | |
|
|
3345 | /* peterm: added to create a corpse at deathsite. */ |
|
|
3346 | tmp = arch_to_object (archetype::find ("corpse_pl")); |
|
|
3347 | sprintf (buf, "%s", &op->name); |
|
|
3348 | tmp->name = tmp->name_pl = buf; |
|
|
3349 | tmp->level = op->level; |
|
|
3350 | tmp->x = x; |
|
|
3351 | tmp->y = y; |
|
|
3352 | tmp->msg = gravestone_text (op); |
|
|
3353 | SET_FLAG (tmp, FLAG_UNIQUE); |
|
|
3354 | insert_ob_in_map (tmp, map, NULL, 0); |
|
|
3355 | } |
|
|
3356 | } |
3051 | } |
3357 | |
|
|
3358 | |
3052 | |
3359 | void |
3053 | void |
3360 | loot_object (object *op) |
3054 | loot_object (object *op) |
3361 | { /* Grab and destroy some treasure */ |
3055 | { /* Grab and destroy some treasure */ |
3362 | object *tmp, *tmp2, *next; |
3056 | object *tmp, *tmp2, *next; |
3363 | |
3057 | |
3364 | if (op->container) |
3058 | if (op->container) |
3365 | { /* close open sack first */ |
|
|
3366 | esrv_apply_container (op, op->container); |
3059 | esrv_apply_container (op, op->container); /* close open sack first */ |
3367 | } |
|
|
3368 | |
3060 | |
3369 | for (tmp = op->inv; tmp != NULL; tmp = next) |
3061 | for (tmp = op->inv; tmp; tmp = next) |
3370 | { |
3062 | { |
3371 | next = tmp->below; |
3063 | next = tmp->below; |
3372 | if (tmp->type == EXPERIENCE || tmp->invisible) |
3064 | |
|
|
3065 | if (tmp->invisible) |
3373 | continue; |
3066 | continue; |
3374 | remove_ob (tmp); |
3067 | |
|
|
3068 | tmp->remove (); |
3375 | tmp->x = op->x, tmp->y = op->y; |
3069 | tmp->x = op->x, tmp->y = op->y; |
3376 | if (tmp->type == CONTAINER) |
3070 | if (tmp->type == CONTAINER) |
3377 | { /* empty container to ground */ |
3071 | { /* empty container to ground */ |
3378 | loot_object (tmp); |
3072 | loot_object (tmp); |
3379 | } |
3073 | } |
3380 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
3074 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
3381 | { |
3075 | { |
3382 | if (tmp->nrof > 1) |
3076 | if (tmp->nrof > 1) |
3383 | { |
3077 | { |
3384 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3078 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3385 | free_object (tmp2); |
3079 | tmp2->destroy (); |
3386 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3080 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3387 | } |
3081 | } |
3388 | else |
3082 | else |
3389 | free_object (tmp); |
3083 | tmp->destroy (); |
3390 | } |
3084 | } |
3391 | else |
3085 | else |
3392 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3086 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3393 | } |
3087 | } |
3394 | } |
3088 | } |
… | |
… | |
3400 | */ |
3094 | */ |
3401 | |
3095 | |
3402 | void |
3096 | void |
3403 | fix_weight (void) |
3097 | fix_weight (void) |
3404 | { |
3098 | { |
3405 | player *pl; |
|
|
3406 | |
|
|
3407 | for (pl = first_player; pl != NULL; pl = pl->next) |
3099 | for (player *pl = first_player; pl; pl = pl->next) |
3408 | { |
3100 | { |
3409 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3101 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3410 | |
3102 | |
3411 | if (old == sum) |
3103 | if (old == sum) |
3412 | continue; |
3104 | continue; |
3413 | fix_player (pl->ob); |
3105 | pl->ob->update_stats (); |
3414 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3106 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3415 | } |
3107 | } |
3416 | } |
3108 | } |
3417 | |
3109 | |
3418 | void |
3110 | void |
3419 | fix_luck (void) |
3111 | fix_luck (void) |
3420 | { |
3112 | { |
3421 | player *pl; |
|
|
3422 | |
|
|
3423 | for (pl = first_player; pl != NULL; pl = pl->next) |
3113 | for (player *pl = first_player; pl; pl = pl->next) |
3424 | if (!pl->ob->contr->state) |
3114 | if (!pl->ob->contr->ns->state) |
3425 | change_luck (pl->ob, 0); |
3115 | pl->ob->change_luck (0); |
3426 | } |
3116 | } |
3427 | |
|
|
3428 | |
3117 | |
3429 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3118 | /* cast_dust() - handles op throwing objects of type 'DUST'. |
3430 | * This is much simpler in the new spell code - we basically |
3119 | * This is much simpler in the new spell code - we basically |
3431 | * just treat this as any other spell casting object. |
3120 | * just treat this as any other spell casting object. |
3432 | */ |
3121 | */ |
3433 | |
|
|
3434 | void |
3122 | void |
3435 | cast_dust (object *op, object *throw_ob, int dir) |
3123 | cast_dust (object *op, object *throw_ob, int dir) |
3436 | { |
3124 | { |
3437 | object *skop, *spob; |
3125 | object *skop, *spob; |
3438 | |
3126 | |
… | |
… | |
3459 | if (op->type == PLAYER) |
3147 | if (op->type == PLAYER) |
3460 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3148 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3461 | |
3149 | |
3462 | cast_spell (op, throw_ob, dir, spob, NULL); |
3150 | cast_spell (op, throw_ob, dir, spob, NULL); |
3463 | |
3151 | |
3464 | if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) |
3152 | throw_ob->destroy (); |
3465 | remove_ob (throw_ob); |
|
|
3466 | free_object (throw_ob); |
|
|
3467 | } |
3153 | } |
3468 | |
3154 | |
3469 | void |
3155 | void |
3470 | make_visible (object *op) |
3156 | make_visible (object *op) |
3471 | { |
3157 | { |
… | |
… | |
3485 | object *tmp = NULL; |
3171 | object *tmp = NULL; |
3486 | |
3172 | |
3487 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3173 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3488 | return 1; |
3174 | return 1; |
3489 | |
3175 | |
3490 | if (op->type == PLAYER) |
|
|
3491 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
3492 | if (tmp->type == EXPERIENCE && tmp->stats.Wis) |
|
|
3493 | if (QUERY_FLAG (tmp, FLAG_UNDEAD)) |
|
|
3494 | return 1; |
|
|
3495 | return 0; |
3176 | return 0; |
3496 | } |
3177 | } |
3497 | |
3178 | |
3498 | /* look at the surrounding terrain to determine |
3179 | /* look at the surrounding terrain to determine |
3499 | * the hideability of this object. Positive levels |
3180 | * the hideability of this object. Positive levels |
… | |
… | |
3614 | if (mflags & P_OUT_OF_MAP) |
3295 | if (mflags & P_OUT_OF_MAP) |
3615 | continue; |
3296 | continue; |
3616 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3297 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3617 | continue; |
3298 | continue; |
3618 | |
3299 | |
3619 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
3300 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3620 | { |
3301 | { |
3621 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3302 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3622 | return 1; |
3303 | return 1; |
3623 | else if (tmp->type == PLAYER) |
3304 | else if (tmp->type == PLAYER) |
3624 | { |
3305 | { |
… | |
… | |
3678 | |
3359 | |
3679 | /* only the viewable area the player sees is updated by LOS |
3360 | /* only the viewable area the player sees is updated by LOS |
3680 | * code, so we need to restrict ourselves to that range of values |
3361 | * code, so we need to restrict ourselves to that range of values |
3681 | * for any meaningful values. |
3362 | * for any meaningful values. |
3682 | */ |
3363 | */ |
3683 | if (FABS (dx) <= (pl->contr->socket.mapx / 2) && |
3364 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3684 | FABS (dy) <= (pl->contr->socket.mapy / 2) && |
3365 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3685 | !pl->contr->blocked_los[dx + (pl->contr->socket.mapx / 2)][dy + (pl->contr->socket.mapy / 2)]) |
3366 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3686 | return 1; |
3367 | return 1; |
3687 | op = op->more; |
3368 | op = op->more; |
3688 | } |
3369 | } |
3689 | return 0; |
3370 | return 0; |
3690 | } |
3371 | } |
… | |
… | |
3876 | { |
3557 | { |
3877 | /* forces in the treasurelist can alter the player's stats */ |
3558 | /* forces in the treasurelist can alter the player's stats */ |
3878 | object *skin; |
3559 | object *skin; |
3879 | |
3560 | |
3880 | /* first get the dragon skin force */ |
3561 | /* first get the dragon skin force */ |
|
|
3562 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3881 | for (skin = who->inv; skin != NULL && strcmp (skin->arch->name, "dragon_skin_force") != 0; skin = skin->below); |
3563 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
|
|
3564 | ; |
|
|
3565 | |
3882 | if (skin == NULL) |
3566 | if (!skin) |
3883 | return; |
3567 | return; |
3884 | |
3568 | |
3885 | /* adding new spellpath attunements */ |
3569 | /* adding new spellpath attunements */ |
3886 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3570 | if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3887 | { |
3571 | { |