1 |
/* |
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* CrossFire, A Multiplayer game |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The author can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
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|
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#include <global.h> |
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#include <pwd.h> |
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#include <sproto.h> |
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#include <sounds.h> |
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#include <living.h> |
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#include <object.h> |
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#include <spells.h> |
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#include <skills.h> |
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|
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#include <algorithm> |
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#include <functional> |
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|
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playervec players; |
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|
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void |
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display_motd (const object *op) |
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{ |
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char buf[MAX_BUF]; |
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char motd[HUGE_BUF]; |
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FILE *fp; |
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int comp; |
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int size; |
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|
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sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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return; |
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|
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motd[0] = '\0'; |
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size = 0; |
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|
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while (fgets (buf, MAX_BUF, fp)) |
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{ |
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if (*buf == '#') |
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continue; |
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|
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strncat (motd + size, buf, HUGE_BUF - size); |
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size += strlen (buf); |
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} |
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|
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draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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close_and_delete (fp, comp); |
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} |
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|
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void |
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send_rules (const object *op) |
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{ |
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char buf[MAX_BUF]; |
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char rules[HUGE_BUF]; |
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FILE *fp; |
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int comp; |
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int size; |
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|
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sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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return; |
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|
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rules[0] = '\0'; |
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size = 0; |
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|
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while (fgets (buf, MAX_BUF, fp)) |
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{ |
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if (*buf == '#') |
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continue; |
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|
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if (size + strlen (buf) >= HUGE_BUF) |
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{ |
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LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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break; |
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} |
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|
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strncat (rules + size, buf, HUGE_BUF - size); |
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size += strlen (buf); |
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} |
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|
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draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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close_and_delete (fp, comp); |
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} |
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|
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void |
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send_news (const object *op) |
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{ |
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char buf[MAX_BUF]; |
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char news[HUGE_BUF]; |
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char subject[MAX_BUF]; |
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FILE *fp; |
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int comp; |
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int size; |
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|
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sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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return; |
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|
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news[0] = '\0'; |
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subject[0] = '\0'; |
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size = 0; |
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|
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while (fgets (buf, MAX_BUF, fp) != NULL) |
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{ |
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if (*buf == '#') |
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continue; |
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|
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if (*buf == '%') |
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{ /* send one news */ |
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if (size > 0) |
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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 */ |
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|
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strcpy (subject, buf + 1); |
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strip_endline (subject); |
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size = 0; |
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news[0] = '\0'; |
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} |
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else |
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{ |
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if (size + strlen (buf) >= HUGE_BUF) |
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{ |
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LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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break; |
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} |
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strncat (news + size, buf, HUGE_BUF - size); |
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size += strlen (buf); |
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} |
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} |
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|
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draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
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close_and_delete (fp, comp); |
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} |
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|
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/* This loads the first map an puts the player on it. */ |
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static void |
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set_first_map (object *op) |
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{ |
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op->contr->maplevel = first_map_path; |
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op->x = -1; |
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op->y = -1; |
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} |
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|
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void |
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player::enter_map () |
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{ |
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object *tmp = object::create (); |
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|
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EXIT_PATH (tmp) = maplevel; |
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EXIT_X (tmp) = ob->x; |
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EXIT_Y (tmp) = ob->y; |
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ob->enter_exit (tmp); |
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|
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tmp->destroy (); |
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} |
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|
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void |
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player::activate () |
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{ |
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if (active) |
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return; |
180 |
|
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players.insert (this); |
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ob->remove (); |
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ob->map = 0; |
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ob->activate_recursive (); |
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CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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add_friendly_object (ob); |
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enter_map (); |
188 |
} |
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|
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void |
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player::deactivate () |
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{ |
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if (!active) |
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return; |
195 |
|
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terminate_all_pets (ob); |
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remove_friendly_object (ob); |
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ob->deactivate_recursive (); |
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maplevel = ob->map->path; |
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ob->remove (); |
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ob->map = 0; |
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|
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// for weird reasons, this is often "ob", keeping a circular reference |
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ranges [range_skill] = 0; |
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|
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players.erase (this); |
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} |
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|
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// connect the player with a specific client |
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// also changed, rationalises, and fixes some incorrect settings |
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void |
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player::connect (client *ns) |
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{ |
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this->ns = ns; |
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ns->pl = this; |
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|
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run_on = 0; |
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fire_on = 0; |
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ob->container = 0; //TODO: client-specific |
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|
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ns->update_look = 0; |
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ns->look_position = 0; |
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|
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clear_los (ob); |
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|
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ns->reset_stats (); |
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|
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/* make sure he's a player -- needed because of class change. */ |
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ob->type = PLAYER; // we are paranoid |
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ob->race = ob->arch->clone.race; |
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|
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if (!legal_range (ob, shoottype)) |
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shoottype = range_none; |
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|
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ob->carrying = sum_weight (ob); |
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link_player_skills (ob); |
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|
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CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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|
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assign (title, ob->arch->clone.name); |
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|
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/* can_use_shield is a new flag. However, the can_use.. seems to largely come |
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* from the class, and not race. I don't see any way to get the class information |
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* to then update this. I don't think this will actually break anything - anyone |
245 |
* that can use armour should be able to use a shield. What this may 'break' |
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* are features new characters get, eg, if someone starts up with a Q, they |
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* should be able to use a shield. However, old Q's won't get that advantage. |
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*/ |
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if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
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SET_FLAG (ob, FLAG_USE_SHIELD); |
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|
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/* if it's a dragon player, set the correct title here */ |
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if (is_dragon_pl (ob)) |
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{ |
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object *tmp, *abil = 0, *skin = 0; |
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|
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shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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shstr_cmp dragon_skin_force ("dragon_skin_force"); |
259 |
|
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for (tmp = ob->inv; tmp; tmp = tmp->below) |
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if (tmp->type == FORCE) |
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if (tmp->arch->name == dragon_ability_force) |
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abil = tmp; |
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else if (tmp->arch->name == dragon_skin_force) |
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skin = tmp; |
266 |
|
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set_dragon_name (ob, abil, skin); |
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} |
269 |
|
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new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
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|
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esrv_new_player (this, ob->weight + ob->carrying); |
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|
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ob->update_stats (); |
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ns->floorbox_update (); |
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|
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esrv_send_inventory (ob, ob); |
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esrv_add_spells (this, 0); |
279 |
|
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activate (); |
281 |
|
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send_rules (ob); |
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send_news (ob); |
284 |
display_motd (ob); |
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|
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INVOKE_PLAYER (CONNECT, this); |
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INVOKE_PLAYER (LOGIN, this); |
288 |
} |
289 |
|
290 |
void |
291 |
player::disconnect () |
292 |
{ |
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if (ns) |
294 |
{ |
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if (active) |
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INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
297 |
|
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INVOKE_PLAYER (DISCONNECT, this); |
299 |
|
300 |
ns->reset_stats (); |
301 |
ns->pl = 0; |
302 |
this->ns = 0; |
303 |
} |
304 |
|
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ob->container = 0; //TODO: client-specific |
306 |
deactivate (); |
307 |
} |
308 |
|
309 |
// the need for this function can be explained |
310 |
// by load_object not returning the object |
311 |
void |
312 |
player::set_object (object *op) |
313 |
{ |
314 |
ob = op; |
315 |
ob->contr = this; /* this aren't yet in archetype */ |
316 |
|
317 |
ob->speed_left = 0.5; |
318 |
ob->speed = 1.0; |
319 |
ob->direction = 5; /* So player faces south */ |
320 |
ob->stats.wc = 2; |
321 |
ob->run_away = 25; /* Then we panick... */ |
322 |
|
323 |
ob->roll_stats (); |
324 |
} |
325 |
|
326 |
player::player () |
327 |
{ |
328 |
/* There are some elements we want initialised to non zero value - |
329 |
* we deal with that below this point. |
330 |
*/ |
331 |
outputs_sync = 16; /* Every 2 seconds */ |
332 |
outputs_count = 8; /* Keeps present behaviour */ |
333 |
unapply = unapply_nochoice; |
334 |
|
335 |
savebed_map = first_map_path; /* Init. respawn position */ |
336 |
|
337 |
gen_sp_armour = 10; |
338 |
shoottype = range_none; |
339 |
bowtype = bow_normal; |
340 |
petmode = pet_normal; |
341 |
listening = 10; |
342 |
usekeys = containers; |
343 |
peaceful = 1; /* default peaceful */ |
344 |
do_los = 1; |
345 |
} |
346 |
|
347 |
void |
348 |
player::do_destroy () |
349 |
{ |
350 |
disconnect (); |
351 |
|
352 |
attachable::do_destroy (); |
353 |
|
354 |
if (ob) |
355 |
{ |
356 |
ob->destroy_inv (false); |
357 |
ob->destroy (); |
358 |
} |
359 |
} |
360 |
|
361 |
player::~player () |
362 |
{ |
363 |
/* Clear item stack */ |
364 |
free (stack_items); |
365 |
} |
366 |
|
367 |
/* Tries to add player on the connection passed in ns. |
368 |
* All we can really get in this is some settings like host and display |
369 |
* mode. |
370 |
*/ |
371 |
player * |
372 |
player::create () |
373 |
{ |
374 |
player *pl = new player; |
375 |
|
376 |
pl->set_object (arch_to_object (get_player_archetype (0))); |
377 |
set_first_map (pl->ob); |
378 |
|
379 |
return pl; |
380 |
} |
381 |
|
382 |
/* |
383 |
* get_player_archetype() return next player archetype from archetype |
384 |
* list. Not very efficient routine, but used only creating new players. |
385 |
* Note: there MUST be at least one player archetype! |
386 |
*/ |
387 |
archetype * |
388 |
get_player_archetype (archetype *at) |
389 |
{ |
390 |
archetype *start = at; |
391 |
|
392 |
for (;;) |
393 |
{ |
394 |
if (at == NULL || at->next == NULL) |
395 |
at = first_archetype; |
396 |
else |
397 |
at = at->next; |
398 |
|
399 |
if (at->clone.type == PLAYER) |
400 |
return at; |
401 |
|
402 |
if (at == start) |
403 |
{ |
404 |
LOG (llevError, "No Player archetypes\n"); |
405 |
exit (-1); |
406 |
} |
407 |
} |
408 |
} |
409 |
|
410 |
object * |
411 |
get_nearest_player (object *mon) |
412 |
{ |
413 |
object *op = NULL; |
414 |
objectlink *ol; |
415 |
unsigned lastdist; |
416 |
rv_vector rv; |
417 |
|
418 |
for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
419 |
{ |
420 |
/* We should not find free objects on this friendly list, but it |
421 |
* does periodically happen. Given that, lets deal with it. |
422 |
* While unlikely, it is possible the next object on the friendly |
423 |
* list is also free, so encapsulate this in a while loop. |
424 |
*/ |
425 |
while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
426 |
{ |
427 |
object *tmp = ol->ob; |
428 |
|
429 |
/* Can't do much more other than log the fact, because the object |
430 |
* itself will have been cleared. |
431 |
*/ |
432 |
LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
433 |
tmp->debug_desc ()); |
434 |
ol = ol->next; |
435 |
remove_friendly_object (tmp); |
436 |
if (!ol) |
437 |
return op; |
438 |
} |
439 |
|
440 |
/* Remove special check for player from this. First, it looks to cause |
441 |
* some crashes (ol->ob->contr not set properly?), but secondly, a more |
442 |
* complicated method of state checking would be needed in any case - |
443 |
* as it was, a clever player could type quit, and the function would |
444 |
* skip them over while waiting for confirmation. Remove |
445 |
* on_same_map check, as can_detect_enemy also does this |
446 |
*/ |
447 |
if (!can_detect_enemy (mon, ol->ob, &rv)) |
448 |
continue; |
449 |
|
450 |
if (lastdist > rv.distance) |
451 |
{ |
452 |
op = ol->ob; |
453 |
lastdist = rv.distance; |
454 |
} |
455 |
} |
456 |
|
457 |
for_all_players (pl) |
458 |
if (can_detect_enemy (mon, pl->ob, &rv)) |
459 |
if (lastdist > rv.distance) |
460 |
{ |
461 |
op = pl->ob; |
462 |
lastdist = rv.distance; |
463 |
} |
464 |
|
465 |
#if 0 |
466 |
LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); |
467 |
#endif |
468 |
return op; |
469 |
} |
470 |
|
471 |
/* I believe this can safely go to 2, 3 is questionable, 4 will likely |
472 |
* result in a monster paths backtracking. It basically determines how large a |
473 |
* detour a monster will take from the direction path when looking |
474 |
* for a path to the player. The values are in the amount of direction |
475 |
* the deviation is |
476 |
*/ |
477 |
#define DETOUR_AMOUNT 2 |
478 |
|
479 |
/* This is used to prevent infinite loops. Consider a case where the |
480 |
* player is in a chamber (with gate closed), and monsters are outside. |
481 |
* with DETOUR_AMOUNT==2, the function will turn each corner, trying to |
482 |
* find a path into the chamber. This is a good thing, but since there |
483 |
* is no real path, it will just keep circling the chamber for |
484 |
* ever (this could be a nice effect for monsters, but not for the function |
485 |
* to get stuck in. I think for the monsters, if max is reached and |
486 |
* we return the first direction the creature could move would result in the |
487 |
* circling behaviour. Unfortunately, this function is also used to determined |
488 |
* if the creature should cast a spell, so returning a direction in that case |
489 |
* is probably not a good thing. |
490 |
*/ |
491 |
#define MAX_SPACES 50 |
492 |
|
493 |
/* |
494 |
* Returns the direction to the player, if valid. Returns 0 otherwise. |
495 |
* modified to verify there is a path to the player. Does this by stepping towards |
496 |
* player and if path is blocked then see if blockage is close enough to player that |
497 |
* direction to player is changed (ie zig or zag). Continue zig zag until either |
498 |
* reach player or path is blocked. Thus, will only return true if there is a free |
499 |
* path to player. Though path may not be a straight line. Note that it will find |
500 |
* player hiding along a corridor at right angles to the corridor with the monster. |
501 |
* |
502 |
* Modified by MSW 2001-08-06 to handle tiled maps. Various notes: |
503 |
* 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding |
504 |
* down corriders. |
505 |
* 2) I think the old code was broken if the first direction the monster |
506 |
* should move was blocked - the code would store the first direction without |
507 |
* verifying that the player can actually move in that direction. The new |
508 |
* code does not store anything in firstdir until we have verified that the |
509 |
* monster can in fact move one space in that direction. |
510 |
* 3) I'm not sure how good this code will be for moving multipart monsters, |
511 |
* since only simple checks to blocked are being called, which could mean the monster |
512 |
* is blocking itself. |
513 |
*/ |
514 |
int |
515 |
path_to_player (object *mon, object *pl, unsigned mindiff) |
516 |
{ |
517 |
rv_vector rv; |
518 |
sint16 x, y; |
519 |
int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
520 |
maptile *m, *lastmap; |
521 |
|
522 |
get_rangevector (mon, pl, &rv, 0); |
523 |
|
524 |
if (rv.distance < mindiff) |
525 |
return 0; |
526 |
|
527 |
x = mon->x; |
528 |
y = mon->y; |
529 |
m = mon->map; |
530 |
dir = rv.direction; |
531 |
lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
532 |
diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
533 |
/* If we can't solve it within the search distance, return now. */ |
534 |
if (diff > max) |
535 |
return 0; |
536 |
while (diff > 1 && max > 0) |
537 |
{ |
538 |
lastx = x; |
539 |
lasty = y; |
540 |
lastmap = m; |
541 |
x = lastx + freearr_x[dir]; |
542 |
y = lasty + freearr_y[dir]; |
543 |
|
544 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
545 |
blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
546 |
|
547 |
/* Space is blocked - try changing direction a little */ |
548 |
if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
549 |
&& (m == mon->map && blocked_link (mon, m, x, y)))) |
550 |
{ |
551 |
/* recalculate direction from last good location. Possible |
552 |
* we were not traversing ideal location before. |
553 |
*/ |
554 |
get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
555 |
if (rv.direction != dir) |
556 |
{ |
557 |
/* OK - says direction should be different - lets reset the |
558 |
* the values so it will try again. |
559 |
*/ |
560 |
x = lastx; |
561 |
y = lasty; |
562 |
m = lastmap; |
563 |
dir = firstdir = rv.direction; |
564 |
} |
565 |
else |
566 |
{ |
567 |
/* direct path is blocked - try taking a side step to |
568 |
* either the left or right. |
569 |
* Note increase the values in the loop below to be |
570 |
* more than -1/1 respectively will mean the monster takes |
571 |
* bigger detour. Have to be careful about these values getting |
572 |
* too big (3 or maybe 4 or higher) as the monster may just try |
573 |
* stepping back and forth |
574 |
*/ |
575 |
for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
576 |
{ |
577 |
if (i == 0) |
578 |
continue; /* already did this, so skip it */ |
579 |
/* Use lastdir here - otherwise, |
580 |
* since the direction that the creature should move in |
581 |
* may change, you could get infinite loops. |
582 |
* ie, player is northwest, but monster can only |
583 |
* move west, so it does that. It goes some distance, |
584 |
* gets blocked, finds that it should move north, |
585 |
* can't do that, but now finds it can move east, and |
586 |
* gets back to its original point. lastdir contains |
587 |
* the last direction the creature has successfully |
588 |
* moved. |
589 |
*/ |
590 |
|
591 |
x = lastx + freearr_x[absdir (lastdir + i)]; |
592 |
y = lasty + freearr_y[absdir (lastdir + i)]; |
593 |
m = lastmap; |
594 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
595 |
if (mflags & P_OUT_OF_MAP) |
596 |
continue; |
597 |
blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
598 |
if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
599 |
continue; |
600 |
if (mflags & P_BLOCKSVIEW) |
601 |
continue; |
602 |
|
603 |
if (m == mon->map && blocked_link (mon, m, x, y)) |
604 |
break; |
605 |
} |
606 |
/* go through entire loop without finding a valid |
607 |
* sidestep to take - thus, no valid path. |
608 |
*/ |
609 |
if (i == (DETOUR_AMOUNT + 1)) |
610 |
return 0; |
611 |
diff--; |
612 |
lastdir = dir; |
613 |
max--; |
614 |
if (!firstdir) |
615 |
firstdir = dir + i; |
616 |
} /* else check alternate directions */ |
617 |
} /* if blocked */ |
618 |
else |
619 |
{ |
620 |
/* we moved towards creature, so diff is less */ |
621 |
diff--; |
622 |
max--; |
623 |
lastdir = dir; |
624 |
if (!firstdir) |
625 |
firstdir = dir; |
626 |
} |
627 |
if (diff <= 1) |
628 |
{ |
629 |
/* Recalculate diff (distance) because we may not have actually |
630 |
* headed toward player for entire distance. |
631 |
*/ |
632 |
get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
633 |
diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
634 |
} |
635 |
if (diff > max) |
636 |
return 0; |
637 |
} |
638 |
/* If we reached the max, didn't find a direction in time */ |
639 |
if (!max) |
640 |
return 0; |
641 |
|
642 |
return firstdir; |
643 |
} |
644 |
|
645 |
void |
646 |
give_initial_items (object *pl, treasurelist * items) |
647 |
{ |
648 |
object *op, *next = NULL; |
649 |
|
650 |
if (pl->randomitems != NULL) |
651 |
create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
652 |
|
653 |
for (op = pl->inv; op; op = next) |
654 |
{ |
655 |
next = op->below; |
656 |
|
657 |
/* Forces get applied per default, unless they have the |
658 |
* flag "neutral" set. Sorry but I can't think of a better way |
659 |
*/ |
660 |
if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
661 |
SET_FLAG (op, FLAG_APPLIED); |
662 |
|
663 |
/* we never give weapons/armour if these cannot be used |
664 |
* by this player due to race restrictions |
665 |
*/ |
666 |
if (pl->type == PLAYER) |
667 |
{ |
668 |
if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
669 |
(op->type == ARMOUR || op->type == BOOTS || |
670 |
op->type == CLOAK || op->type == HELMET || |
671 |
op->type == SHIELD || op->type == GLOVES || |
672 |
op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
673 |
{ |
674 |
op->destroy (); |
675 |
continue; |
676 |
} |
677 |
} |
678 |
|
679 |
/* This really needs to be better - we should really give |
680 |
* a substitute spellbook. The problem is that we don't really |
681 |
* have a good idea what to replace it with (need something like |
682 |
* a first level treasurelist for each skill.) |
683 |
* remove duplicate skills also |
684 |
*/ |
685 |
if (op->type == SPELLBOOK || op->type == SKILL) |
686 |
{ |
687 |
object *tmp; |
688 |
|
689 |
for (tmp = op->below; tmp; tmp = tmp->below) |
690 |
if (tmp->type == op->type && tmp->name == op->name) |
691 |
break; |
692 |
|
693 |
if (tmp) |
694 |
{ |
695 |
op->destroy (); |
696 |
LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
697 |
continue; |
698 |
} |
699 |
|
700 |
if (op->nrof > 1) |
701 |
op->nrof = 1; |
702 |
} |
703 |
|
704 |
if (op->type == SPELLBOOK && op->inv) |
705 |
{ |
706 |
CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
707 |
} |
708 |
|
709 |
/* Give starting characters identified, uncursed, and undamned |
710 |
* items. Just don't identify gold or silver, or it won't be |
711 |
* merged properly. |
712 |
*/ |
713 |
if (need_identify (op)) |
714 |
{ |
715 |
SET_FLAG (op, FLAG_IDENTIFIED); |
716 |
CLEAR_FLAG (op, FLAG_CURSED); |
717 |
CLEAR_FLAG (op, FLAG_DAMNED); |
718 |
} |
719 |
if (op->type == SPELL) |
720 |
{ |
721 |
op->destroy (); |
722 |
continue; |
723 |
} |
724 |
else if (op->type == SKILL) |
725 |
{ |
726 |
SET_FLAG (op, FLAG_CAN_USE_SKILL); |
727 |
op->stats.exp = 0; |
728 |
op->level = 1; |
729 |
} |
730 |
/* lock all 'normal items by default */ |
731 |
else |
732 |
SET_FLAG (op, FLAG_INV_LOCKED); |
733 |
} /* for loop of objects in player inv */ |
734 |
|
735 |
/* Need to set up the skill pointers */ |
736 |
link_player_skills (pl); |
737 |
} |
738 |
|
739 |
void |
740 |
get_party_password (object *op, partylist *party) |
741 |
{ |
742 |
if (party == NULL) |
743 |
{ |
744 |
LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); |
745 |
return; |
746 |
} |
747 |
|
748 |
op->contr->write_buf[0] = '\0'; |
749 |
op->contr->ns->state = ST_GET_PARTY_PASSWORD; |
750 |
op->contr->party_to_join = party; |
751 |
send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
752 |
} |
753 |
|
754 |
/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
755 |
static int |
756 |
roll_stat (void) |
757 |
{ |
758 |
int a[4], i, j, k; |
759 |
|
760 |
for (i = 0; i < 4; i++) |
761 |
a[i] = (int) rndm (6) + 1; |
762 |
|
763 |
for (i = 0, j = 0, k = 7; i < 4; i++) |
764 |
if (a[i] < k) |
765 |
k = a[i], j = i; |
766 |
|
767 |
for (i = 0, k = 0; i < 4; i++) |
768 |
if (i != j) |
769 |
k += a[i]; |
770 |
|
771 |
return k; |
772 |
} |
773 |
|
774 |
void |
775 |
object::roll_stats () |
776 |
{ |
777 |
int statsort [7]; |
778 |
|
779 |
for (;;) |
780 |
{ |
781 |
int sum = 0; |
782 |
for (int i = 7; i--; ) |
783 |
sum += statsort [i] = roll_stat (); |
784 |
|
785 |
if (sum >= 82 && sum <= 116) |
786 |
break; |
787 |
} |
788 |
|
789 |
// Sort the stats so that rerolling is easier... |
790 |
std::sort (statsort, statsort + 7, std::greater<int>()); |
791 |
|
792 |
stats.Str = statsort[0]; |
793 |
stats.Dex = statsort[1]; |
794 |
stats.Con = statsort[2]; |
795 |
stats.Int = statsort[3]; |
796 |
stats.Wis = statsort[4]; |
797 |
stats.Pow = statsort[5]; |
798 |
stats.Cha = statsort[6]; |
799 |
|
800 |
stats.exp = 0; |
801 |
stats.ac = 0; |
802 |
|
803 |
stats.hp = stats.maxhp; |
804 |
stats.sp = stats.maxsp; |
805 |
stats.grace = stats.maxgrace; |
806 |
|
807 |
if (contr) |
808 |
{ |
809 |
contr->levhp[1] = 9; |
810 |
contr->levsp[1] = 6; |
811 |
contr->levgrace[1] = 3; |
812 |
|
813 |
contr->orig_stats = stats; |
814 |
} |
815 |
} |
816 |
|
817 |
void |
818 |
object::swap_stats (int a, int b) |
819 |
{ |
820 |
int tmp = get_attr_value (&contr->orig_stats, a); |
821 |
set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
822 |
set_attr_value (&contr->orig_stats, b, tmp); |
823 |
|
824 |
stats.Str = contr->orig_stats.Str; |
825 |
stats.Dex = contr->orig_stats.Dex; |
826 |
stats.Con = contr->orig_stats.Con; |
827 |
stats.Int = contr->orig_stats.Int; |
828 |
stats.Wis = contr->orig_stats.Wis; |
829 |
stats.Pow = contr->orig_stats.Pow; |
830 |
stats.Cha = contr->orig_stats.Cha; |
831 |
|
832 |
//TODO: the following code looks so borked and should, at the very least, |
833 |
// be merged with the similar code in roll_stats |
834 |
stats.ac = 0; |
835 |
|
836 |
level = 1; |
837 |
stats.exp = 0; |
838 |
stats.ac = 0; |
839 |
|
840 |
stats.hp = stats.maxhp; |
841 |
stats.sp = stats.maxsp; |
842 |
stats.grace = stats.maxgrace; |
843 |
|
844 |
if (contr) |
845 |
{ |
846 |
contr->levhp[1] = 9; |
847 |
contr->levsp[1] = 6; |
848 |
contr->levgrace[1] = 3; |
849 |
|
850 |
contr->orig_stats = stats; |
851 |
} |
852 |
} |
853 |
|
854 |
static void |
855 |
start_info (object *op) |
856 |
{ |
857 |
char buf[MAX_BUF]; |
858 |
|
859 |
sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
860 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 |
//new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
862 |
//new_draw_info (NDI_UNIQUE, 0, op, " "); |
863 |
} |
864 |
|
865 |
/* This function takes the key that is passed, and does the |
866 |
* appropriate action with it (change race, or other things). |
867 |
* The function name is for historical reasons - now we have |
868 |
* separate race and class; this actually changes the RACE, |
869 |
* not the class. |
870 |
*/ |
871 |
int |
872 |
key_change_class (object *op, char key) |
873 |
{ |
874 |
int tmp_loop; |
875 |
|
876 |
if (key == 'd' || key == 'D') |
877 |
{ |
878 |
char buf[MAX_BUF]; |
879 |
|
880 |
/* this must before then initial items are given */ |
881 |
esrv_new_player (op->contr, op->weight + op->carrying); |
882 |
|
883 |
treasurelist *tl = find_treasurelist ("starting_wealth"); |
884 |
if (tl) |
885 |
create_treasure (tl, op, 0, 0, 0); |
886 |
|
887 |
INVOKE_PLAYER (BIRTH, op->contr); |
888 |
INVOKE_PLAYER (LOGIN, op->contr); |
889 |
|
890 |
op->contr->ns->state = ST_PLAYING; |
891 |
|
892 |
if (op->msg) |
893 |
op->msg = NULL; |
894 |
|
895 |
/* We create this now because some of the unique maps will need it |
896 |
* to save here. |
897 |
*/ |
898 |
sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
899 |
make_path_to_file (buf); |
900 |
|
901 |
start_info (op); |
902 |
CLEAR_FLAG (op, FLAG_WIZ); |
903 |
give_initial_items (op, op->randomitems); |
904 |
link_player_skills (op); |
905 |
esrv_send_inventory (op, op); |
906 |
op->update_stats (); |
907 |
|
908 |
/* This moves the player to a different start map, if there |
909 |
* is one for this race |
910 |
*/ |
911 |
if (*first_map_ext_path) |
912 |
{ |
913 |
object *tmp; |
914 |
char mapname[MAX_BUF]; |
915 |
|
916 |
snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
917 |
tmp = object::create (); |
918 |
EXIT_PATH (tmp) = mapname; |
919 |
EXIT_X (tmp) = op->x; |
920 |
EXIT_Y (tmp) = op->y; |
921 |
op->enter_exit (tmp); /* we don't really care if it succeeded; |
922 |
* if the map isn't there, then stay on the |
923 |
* default initial map */ |
924 |
tmp->destroy (); |
925 |
} |
926 |
else |
927 |
LOG (llevDebug, "first_map_ext_path not set\n"); |
928 |
|
929 |
return 0; |
930 |
} |
931 |
|
932 |
/* Following actually changes the race - this is the default command |
933 |
* if we don't match with one of the options above. |
934 |
*/ |
935 |
|
936 |
tmp_loop = 0; |
937 |
while (!tmp_loop) |
938 |
{ |
939 |
shstr name = op->name; |
940 |
int x = op->x, y = op->y; |
941 |
|
942 |
op->remove_statbonus (); |
943 |
op->remove (); |
944 |
op->arch = get_player_archetype (op->arch); |
945 |
op->arch->clone.copy_to (op); |
946 |
op->instantiate (); |
947 |
op->stats = op->contr->orig_stats; |
948 |
op->name = op->name_pl = name; |
949 |
op->x = x; |
950 |
op->y = y; |
951 |
SET_ANIMATION (op, 2); /* So player faces south */ |
952 |
insert_ob_in_map (op, op->map, op, 0); |
953 |
assign (op->contr->title, op->arch->clone.name); |
954 |
op->add_statbonus (); |
955 |
tmp_loop = allowed_class (op); |
956 |
} |
957 |
|
958 |
update_object (op, UP_OBJ_FACE); |
959 |
esrv_update_item (UPD_FACE, op, op); |
960 |
op->update_stats (); |
961 |
op->stats.hp = op->stats.maxhp; |
962 |
op->stats.sp = op->stats.maxsp; |
963 |
op->stats.grace = 0; |
964 |
|
965 |
if (op->msg) |
966 |
new_draw_info (NDI_BLUE, 0, op, op->msg); |
967 |
|
968 |
send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
969 |
return 0; |
970 |
} |
971 |
|
972 |
void |
973 |
flee_player (object *op) |
974 |
{ |
975 |
int dir, diff; |
976 |
rv_vector rv; |
977 |
|
978 |
if (op->stats.hp < 0) |
979 |
{ |
980 |
LOG (llevDebug, "Fleeing player is dead.\n"); |
981 |
CLEAR_FLAG (op, FLAG_SCARED); |
982 |
return; |
983 |
} |
984 |
|
985 |
if (op->enemy == NULL) |
986 |
{ |
987 |
LOG (llevDebug, "Fleeing player had no enemy.\n"); |
988 |
CLEAR_FLAG (op, FLAG_SCARED); |
989 |
return; |
990 |
} |
991 |
|
992 |
/* Seen some crashes here. Since we don't store an |
993 |
* op->enemy_count, it is possible that something destroys the |
994 |
* actual enemy, and the object is recycled. |
995 |
*/ |
996 |
if (op->enemy->map == NULL) |
997 |
{ |
998 |
CLEAR_FLAG (op, FLAG_SCARED); |
999 |
op->enemy = NULL; |
1000 |
return; |
1001 |
} |
1002 |
|
1003 |
if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1004 |
{ |
1005 |
op->enemy = NULL; |
1006 |
CLEAR_FLAG (op, FLAG_SCARED); |
1007 |
return; |
1008 |
} |
1009 |
|
1010 |
get_rangevector (op, op->enemy, &rv, 0); |
1011 |
|
1012 |
dir = absdir (4 + rv.direction); |
1013 |
for (diff = 0; diff < 3; diff++) |
1014 |
{ |
1015 |
int m = 1 - (RANDOM () & 2); |
1016 |
|
1017 |
if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1018 |
return; |
1019 |
} |
1020 |
|
1021 |
/* Cornered, get rid of scared */ |
1022 |
CLEAR_FLAG (op, FLAG_SCARED); |
1023 |
op->enemy = NULL; |
1024 |
} |
1025 |
|
1026 |
|
1027 |
/* check_pick sees if there is stuff to be picked up/picks up stuff. |
1028 |
* IT returns 1 if the player should keep on moving, 0 if he should |
1029 |
* stop. |
1030 |
*/ |
1031 |
int |
1032 |
check_pick (object *op) |
1033 |
{ |
1034 |
object *tmp, *next; |
1035 |
int stop = 0; |
1036 |
int j, k, wvratio; |
1037 |
char putstring[128], tmpstr[16]; |
1038 |
|
1039 |
/* if you're flying, you cna't pick up anything */ |
1040 |
if (op->move_type & MOVE_FLYING) |
1041 |
return 1; |
1042 |
|
1043 |
next = op->below; |
1044 |
|
1045 |
/* loop while there are items on the floor that are not marked as |
1046 |
* destroyed */ |
1047 |
while (next && !next->destroyed ()) |
1048 |
{ |
1049 |
tmp = next; |
1050 |
next = tmp->below; |
1051 |
|
1052 |
if (op->destroyed ()) |
1053 |
return 0; |
1054 |
|
1055 |
if (!can_pick (op, tmp)) |
1056 |
continue; |
1057 |
|
1058 |
if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1059 |
{ |
1060 |
if (item_matched_string (op, tmp, op->contr->search_str)) |
1061 |
pick_up (op, tmp); |
1062 |
continue; |
1063 |
} |
1064 |
|
1065 |
/* high not bit set? We're using the old autopickup model */ |
1066 |
if (!(op->contr->mode & PU_NEWMODE)) |
1067 |
{ |
1068 |
switch (op->contr->mode) |
1069 |
{ |
1070 |
case 0: |
1071 |
return 1; /* don't pick up */ |
1072 |
case 1: |
1073 |
pick_up (op, tmp); |
1074 |
return 1; |
1075 |
case 2: |
1076 |
pick_up (op, tmp); |
1077 |
return 0; |
1078 |
case 3: |
1079 |
return 0; /* stop before pickup */ |
1080 |
case 4: |
1081 |
pick_up (op, tmp); |
1082 |
break; |
1083 |
case 5: |
1084 |
pick_up (op, tmp); |
1085 |
stop = 1; |
1086 |
break; |
1087 |
case 6: |
1088 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1089 |
pick_up (op, tmp); |
1090 |
break; |
1091 |
|
1092 |
case 7: |
1093 |
if (tmp->type == MONEY || tmp->type == GEM) |
1094 |
pick_up (op, tmp); |
1095 |
break; |
1096 |
|
1097 |
default: |
1098 |
/* use value density */ |
1099 |
if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1100 |
&& (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1101 |
pick_up (op, tmp); |
1102 |
} |
1103 |
} |
1104 |
else |
1105 |
{ /* old model */ |
1106 |
/* NEW pickup handling */ |
1107 |
if (op->contr->mode & PU_DEBUG) |
1108 |
{ |
1109 |
/* some debugging code to figure out item information */ |
1110 |
if (tmp->name != NULL) |
1111 |
sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1112 |
&tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1113 |
else |
1114 |
sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1115 |
&tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1116 |
|
1117 |
new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1118 |
} |
1119 |
|
1120 |
/* philosophy: |
1121 |
* It's easy to grab an item type from a pile, as long as it's |
1122 |
* generic. This takes no game-time. For more detailed pickups |
1123 |
* and selections, select-items should be used. This is a |
1124 |
* grab-as-you-run type mode that's really useful for arrows for |
1125 |
* example. |
1126 |
* The drawback: right now it has no frontend, so you need to |
1127 |
* stick the bits you want into a calculator in hex mode and then |
1128 |
* convert to decimal and then 'pickup <#> |
1129 |
*/ |
1130 |
|
1131 |
/* the first two modes are exclusive: if NOTHING we return, if |
1132 |
* STOP then we stop. All the rest are applied sequentially, |
1133 |
* meaning if any test passes, the item gets picked up. */ |
1134 |
|
1135 |
/* if mode is set to pick nothing up, return */ |
1136 |
|
1137 |
if (op->contr->mode & PU_NOTHING) |
1138 |
return 1; |
1139 |
|
1140 |
/* if mode is set to stop when encountering objects, return */ |
1141 |
/* take STOP before INHIBIT since it doesn't actually pick |
1142 |
* anything up */ |
1143 |
|
1144 |
if (op->contr->mode & PU_STOP) |
1145 |
return 0; |
1146 |
|
1147 |
/* useful for going into stores and not losing your settings... */ |
1148 |
/* and for battles wher you don't want to get loaded down while |
1149 |
* fighting */ |
1150 |
if (op->contr->mode & PU_INHIBIT) |
1151 |
return 1; |
1152 |
|
1153 |
/* prevent us from turning into auto-thieves :) */ |
1154 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1155 |
continue; |
1156 |
|
1157 |
/* ignore known cursed objects */ |
1158 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1159 |
continue; |
1160 |
|
1161 |
/* all food and drink if desired */ |
1162 |
/* question: don't pick up known-poisonous stuff? */ |
1163 |
if (op->contr->mode & PU_FOOD) |
1164 |
if (tmp->type == FOOD) |
1165 |
{ |
1166 |
pick_up (op, tmp); |
1167 |
continue; |
1168 |
} |
1169 |
|
1170 |
if (op->contr->mode & PU_DRINK) |
1171 |
if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1172 |
{ |
1173 |
pick_up (op, tmp); |
1174 |
continue; |
1175 |
} |
1176 |
|
1177 |
if (op->contr->mode & PU_POTION) |
1178 |
if (tmp->type == POTION) |
1179 |
{ |
1180 |
pick_up (op, tmp); |
1181 |
continue; |
1182 |
} |
1183 |
|
1184 |
/* spellbooks, skillscrolls and normal books/scrolls */ |
1185 |
if (op->contr->mode & PU_SPELLBOOK) |
1186 |
if (tmp->type == SPELLBOOK) |
1187 |
{ |
1188 |
pick_up (op, tmp); |
1189 |
continue; |
1190 |
} |
1191 |
|
1192 |
if (op->contr->mode & PU_SKILLSCROLL) |
1193 |
if (tmp->type == SKILLSCROLL) |
1194 |
{ |
1195 |
pick_up (op, tmp); |
1196 |
continue; |
1197 |
} |
1198 |
|
1199 |
if (op->contr->mode & PU_READABLES) |
1200 |
if (tmp->type == BOOK || tmp->type == SCROLL) |
1201 |
{ |
1202 |
pick_up (op, tmp); |
1203 |
continue; |
1204 |
} |
1205 |
|
1206 |
/* wands/staves/rods/horns */ |
1207 |
if (op->contr->mode & PU_MAGIC_DEVICE) |
1208 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1209 |
{ |
1210 |
pick_up (op, tmp); |
1211 |
continue; |
1212 |
} |
1213 |
|
1214 |
/* pick up all magical items */ |
1215 |
if (op->contr->mode & PU_MAGICAL) |
1216 |
if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1217 |
{ |
1218 |
pick_up (op, tmp); |
1219 |
continue; |
1220 |
} |
1221 |
|
1222 |
if (op->contr->mode & PU_VALUABLES) |
1223 |
{ |
1224 |
if (tmp->type == MONEY || tmp->type == GEM) |
1225 |
{ |
1226 |
pick_up (op, tmp); |
1227 |
continue; |
1228 |
} |
1229 |
} |
1230 |
|
1231 |
/* rings & amulets - talismans seems to be typed AMULET */ |
1232 |
if (op->contr->mode & PU_JEWELS) |
1233 |
if (tmp->type == RING || tmp->type == AMULET) |
1234 |
{ |
1235 |
pick_up (op, tmp); |
1236 |
continue; |
1237 |
} |
1238 |
|
1239 |
/* we don't forget dragon food */ |
1240 |
if (op->contr->mode & PU_FLESH) |
1241 |
if (tmp->type == FLESH) |
1242 |
{ |
1243 |
pick_up (op, tmp); |
1244 |
continue; |
1245 |
} |
1246 |
|
1247 |
/* bows and arrows. Bows are good for selling! */ |
1248 |
if (op->contr->mode & PU_BOW) |
1249 |
if (tmp->type == BOW) |
1250 |
{ |
1251 |
pick_up (op, tmp); |
1252 |
continue; |
1253 |
} |
1254 |
|
1255 |
if (op->contr->mode & PU_ARROW) |
1256 |
if (tmp->type == ARROW) |
1257 |
{ |
1258 |
pick_up (op, tmp); |
1259 |
continue; |
1260 |
} |
1261 |
|
1262 |
/* all kinds of armor etc. */ |
1263 |
if (op->contr->mode & PU_ARMOUR) |
1264 |
if (tmp->type == ARMOUR) |
1265 |
{ |
1266 |
pick_up (op, tmp); |
1267 |
continue; |
1268 |
} |
1269 |
|
1270 |
if (op->contr->mode & PU_HELMET) |
1271 |
if (tmp->type == HELMET) |
1272 |
{ |
1273 |
pick_up (op, tmp); |
1274 |
continue; |
1275 |
} |
1276 |
|
1277 |
if (op->contr->mode & PU_SHIELD) |
1278 |
if (tmp->type == SHIELD) |
1279 |
{ |
1280 |
pick_up (op, tmp); |
1281 |
continue; |
1282 |
} |
1283 |
|
1284 |
if (op->contr->mode & PU_BOOTS) |
1285 |
if (tmp->type == BOOTS) |
1286 |
{ |
1287 |
pick_up (op, tmp); |
1288 |
continue; |
1289 |
} |
1290 |
|
1291 |
if (op->contr->mode & PU_GLOVES) |
1292 |
if (tmp->type == GLOVES) |
1293 |
{ |
1294 |
pick_up (op, tmp); |
1295 |
continue; |
1296 |
} |
1297 |
|
1298 |
if (op->contr->mode & PU_CLOAK) |
1299 |
if (tmp->type == CLOAK) |
1300 |
{ |
1301 |
pick_up (op, tmp); |
1302 |
continue; |
1303 |
} |
1304 |
|
1305 |
/* hoping to catch throwing daggers here */ |
1306 |
if (op->contr->mode & PU_MISSILEWEAPON) |
1307 |
if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1308 |
{ |
1309 |
pick_up (op, tmp); |
1310 |
continue; |
1311 |
} |
1312 |
|
1313 |
/* careful: chairs and tables are weapons! */ |
1314 |
if (op->contr->mode & PU_ALLWEAPON) |
1315 |
{ |
1316 |
if (tmp->type == WEAPON && tmp->name != NULL) |
1317 |
{ |
1318 |
if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1319 |
strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1320 |
{ |
1321 |
pick_up (op, tmp); |
1322 |
continue; |
1323 |
} |
1324 |
} |
1325 |
|
1326 |
if (tmp->type == WEAPON && tmp->name == NULL) |
1327 |
{ |
1328 |
if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1329 |
{ |
1330 |
pick_up (op, tmp); |
1331 |
continue; |
1332 |
} |
1333 |
} |
1334 |
} |
1335 |
|
1336 |
/* misc stuff that's useful */ |
1337 |
if (op->contr->mode & PU_KEY) |
1338 |
if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1339 |
{ |
1340 |
pick_up (op, tmp); |
1341 |
continue; |
1342 |
} |
1343 |
|
1344 |
/* any of the last 4 bits set means we use the ratio for value |
1345 |
* pickups */ |
1346 |
if (op->contr->mode & PU_RATIO) |
1347 |
{ |
1348 |
/* use value density to decide what else to grab */ |
1349 |
/* >=7 was >= op->contr->mode */ |
1350 |
/* >=7 is the old standard setting. Now we take the last 4 bits |
1351 |
* and multiply them by 5, giving 0..15*5== 5..75 */ |
1352 |
wvratio = (op->contr->mode & PU_RATIO) * 5; |
1353 |
if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1354 |
{ |
1355 |
pick_up (op, tmp); |
1356 |
#if 0 |
1357 |
fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1358 |
if (tmp->name != NULL) |
1359 |
{ |
1360 |
fprintf (stderr, "%s", tmp->name); |
1361 |
} |
1362 |
else |
1363 |
fprintf (stderr, "%s", tmp->arch->name); |
1364 |
fprintf (stderr, ",%d] = ", tmp->type); |
1365 |
fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1366 |
#endif |
1367 |
continue; |
1368 |
} |
1369 |
} |
1370 |
} /* the new pickup model */ |
1371 |
} |
1372 |
|
1373 |
return !stop; |
1374 |
} |
1375 |
|
1376 |
/* |
1377 |
* Find an arrow in the inventory and after that |
1378 |
* in the right type container (quiver). Pointer to the |
1379 |
* found object is returned. |
1380 |
*/ |
1381 |
object * |
1382 |
find_arrow (object *op, const char *type) |
1383 |
{ |
1384 |
object *tmp = NULL; |
1385 |
|
1386 |
for (op = op->inv; op; op = op->below) |
1387 |
if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1388 |
tmp = find_arrow (op, type); |
1389 |
else if (op->type == ARROW && op->race == type) |
1390 |
return op; |
1391 |
return tmp; |
1392 |
} |
1393 |
|
1394 |
/* |
1395 |
* Similar to find_arrow, but looks for (roughly) the best arrow to use |
1396 |
* against the target. A full test is not performed, simply a basic test |
1397 |
* of resistances. The archer is making a quick guess at what he sees down |
1398 |
* the hall. Failing that it does it's best to pick the highest plus arrow. |
1399 |
*/ |
1400 |
|
1401 |
object * |
1402 |
find_better_arrow (object *op, object *target, const char *type, int *better) |
1403 |
{ |
1404 |
object *tmp = NULL, *arrow, *ntmp; |
1405 |
int attacknum, attacktype, betterby = 0, i; |
1406 |
|
1407 |
if (!type) |
1408 |
return NULL; |
1409 |
|
1410 |
for (arrow = op->inv; arrow; arrow = arrow->below) |
1411 |
{ |
1412 |
if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1413 |
{ |
1414 |
i = 0; |
1415 |
ntmp = find_better_arrow (arrow, target, type, &i); |
1416 |
if (i > betterby) |
1417 |
{ |
1418 |
tmp = ntmp; |
1419 |
betterby = i; |
1420 |
} |
1421 |
} |
1422 |
else if (arrow->type == ARROW && arrow->race == type) |
1423 |
{ |
1424 |
/* allways prefer assasination/slaying */ |
1425 |
if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1426 |
{ |
1427 |
if (arrow->attacktype & AT_DEATH) |
1428 |
{ |
1429 |
*better = 100; |
1430 |
return arrow; |
1431 |
} |
1432 |
else |
1433 |
{ |
1434 |
tmp = arrow; |
1435 |
betterby = (arrow->magic + arrow->stats.dam) * 2; |
1436 |
} |
1437 |
} |
1438 |
else |
1439 |
{ |
1440 |
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1441 |
{ |
1442 |
attacktype = 1 << attacknum; |
1443 |
if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1444 |
if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1445 |
{ |
1446 |
tmp = arrow; |
1447 |
betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1448 |
} |
1449 |
} |
1450 |
if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1451 |
{ |
1452 |
tmp = arrow; |
1453 |
betterby = 2 + arrow->magic + arrow->stats.dam; |
1454 |
} |
1455 |
if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1456 |
{ |
1457 |
tmp = arrow; |
1458 |
betterby = 1 + arrow->magic + arrow->stats.dam; |
1459 |
} |
1460 |
} |
1461 |
} |
1462 |
} |
1463 |
if (tmp == NULL && arrow == NULL) |
1464 |
return find_arrow (op, type); |
1465 |
|
1466 |
*better = betterby; |
1467 |
return tmp; |
1468 |
} |
1469 |
|
1470 |
/* looks in a given direction, finds the first valid target, and calls |
1471 |
* find_better_arrow to find a decent arrow to use. |
1472 |
* op = the shooter |
1473 |
* type = bow->race |
1474 |
* dir = fire direction |
1475 |
*/ |
1476 |
|
1477 |
object * |
1478 |
pick_arrow_target (object *op, const char *type, int dir) |
1479 |
{ |
1480 |
object *tmp = NULL; |
1481 |
maptile *m; |
1482 |
int i, mflags, found, number; |
1483 |
sint16 x, y; |
1484 |
|
1485 |
if (op->map == NULL) |
1486 |
return find_arrow (op, type); |
1487 |
|
1488 |
/* do a dex check */ |
1489 |
number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; |
1490 |
if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) |
1491 |
return find_arrow (op, type); |
1492 |
|
1493 |
m = op->map; |
1494 |
x = op->x; |
1495 |
y = op->y; |
1496 |
|
1497 |
/* find the first target */ |
1498 |
for (i = 0, found = 0; i < 20; i++) |
1499 |
{ |
1500 |
x += freearr_x[dir]; |
1501 |
y += freearr_y[dir]; |
1502 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1503 |
if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1504 |
{ |
1505 |
tmp = NULL; |
1506 |
break; |
1507 |
} |
1508 |
else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1509 |
{ |
1510 |
/* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1511 |
* perhaps a bad assumption. |
1512 |
*/ |
1513 |
tmp = NULL; |
1514 |
break; |
1515 |
} |
1516 |
if (mflags & P_IS_ALIVE) |
1517 |
{ |
1518 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1519 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1520 |
{ |
1521 |
found++; |
1522 |
break; |
1523 |
} |
1524 |
if (found) |
1525 |
break; |
1526 |
} |
1527 |
} |
1528 |
if (tmp == NULL) |
1529 |
return find_arrow (op, type); |
1530 |
|
1531 |
if (tmp->head) |
1532 |
tmp = tmp->head; |
1533 |
|
1534 |
return find_better_arrow (op, tmp, type, &i); |
1535 |
} |
1536 |
|
1537 |
/* |
1538 |
* Creature fires a bow - op can be monster or player. Returns |
1539 |
* 1 if bow was actually fired, 0 otherwise. |
1540 |
* op is the object firing the bow. |
1541 |
* part is for multipart creatures - the part firing the bow. |
1542 |
* dir is the direction of fire. |
1543 |
* wc_mod is any special modifier to give (used in special player fire modes) |
1544 |
* sx, sy are coordinates to fire arrow from - also used in some of the special |
1545 |
* player fire modes. |
1546 |
*/ |
1547 |
int |
1548 |
fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1549 |
{ |
1550 |
object *left, *bow; |
1551 |
int bowspeed, mflags; |
1552 |
maptile *m; |
1553 |
|
1554 |
if (!dir) |
1555 |
{ |
1556 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1557 |
return 0; |
1558 |
} |
1559 |
|
1560 |
if (op->type == PLAYER) |
1561 |
bow = op->contr->ranges[range_bow]; |
1562 |
else |
1563 |
{ |
1564 |
for (bow = op->inv; bow; bow = bow->below) |
1565 |
/* Don't check for applied - monsters don't apply bows - in that way, they |
1566 |
* don't need to switch back and forth between bows and weapons. |
1567 |
*/ |
1568 |
if (bow->type == BOW) |
1569 |
break; |
1570 |
|
1571 |
if (!bow) |
1572 |
{ |
1573 |
LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1574 |
return 0; |
1575 |
} |
1576 |
} |
1577 |
|
1578 |
if (!bow->race || !bow->skill) |
1579 |
{ |
1580 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1581 |
return 0; |
1582 |
} |
1583 |
|
1584 |
bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
1585 |
|
1586 |
/* penalize ROF for bestarrow */ |
1587 |
if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
1588 |
bowspeed -= dex_bonus[op->stats.Dex] + 5; |
1589 |
|
1590 |
if (bowspeed < 1) |
1591 |
bowspeed = 1; |
1592 |
|
1593 |
if (arrow == NULL) |
1594 |
{ |
1595 |
if ((arrow = find_arrow (op, bow->race)) == NULL) |
1596 |
{ |
1597 |
if (op->type == PLAYER) |
1598 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1599 |
/* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1600 |
else |
1601 |
CLEAR_FLAG (op, FLAG_READY_BOW); |
1602 |
return 0; |
1603 |
} |
1604 |
} |
1605 |
|
1606 |
mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1607 |
if (mflags & P_OUT_OF_MAP) |
1608 |
return 0; |
1609 |
|
1610 |
if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) |
1611 |
{ |
1612 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1613 |
return 0; |
1614 |
} |
1615 |
|
1616 |
/* this should not happen, but sometimes does */ |
1617 |
if (arrow->nrof == 0) |
1618 |
{ |
1619 |
arrow->destroy (); |
1620 |
return 0; |
1621 |
} |
1622 |
|
1623 |
left = arrow; /* these are arrows left to the player */ |
1624 |
arrow = get_split_ob (arrow, 1); |
1625 |
if (!arrow) |
1626 |
{ |
1627 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1628 |
return 0; |
1629 |
} |
1630 |
|
1631 |
arrow->set_owner (op); |
1632 |
arrow->skill = bow->skill; |
1633 |
arrow->direction = dir; |
1634 |
|
1635 |
if (op->type == PLAYER) |
1636 |
{ |
1637 |
op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
1638 |
op->update_stats (); |
1639 |
} |
1640 |
|
1641 |
SET_ANIMATION (arrow, arrow->direction); |
1642 |
arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1643 |
arrow->stats.hp = arrow->stats.dam; |
1644 |
arrow->stats.grace = arrow->attacktype; |
1645 |
if (arrow->slaying != NULL) |
1646 |
arrow->spellarg = strdup (arrow->slaying); |
1647 |
|
1648 |
/* Note that this was different for monsters - they got their level |
1649 |
* added to the damage. I think the strength bonus is more proper. |
1650 |
*/ |
1651 |
|
1652 |
arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
1653 |
|
1654 |
/* update the speed */ |
1655 |
arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1656 |
0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1657 |
|
1658 |
arrow->set_speed (max (arrow->speed, 1.0)); |
1659 |
arrow->speed_left = 0; |
1660 |
|
1661 |
if (op->type == PLAYER) |
1662 |
{ |
1663 |
arrow->stats.wc = 20 - bow->magic - arrow->magic - |
1664 |
(op->chosen_skill ? op->chosen_skill->level : op->level) - |
1665 |
dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
1666 |
|
1667 |
arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1668 |
} |
1669 |
else |
1670 |
{ |
1671 |
arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
1672 |
arrow->level = op->level; |
1673 |
} |
1674 |
|
1675 |
if (arrow->attacktype == AT_PHYSICAL) |
1676 |
arrow->attacktype |= bow->attacktype; |
1677 |
|
1678 |
if (bow->slaying) |
1679 |
arrow->slaying = bow->slaying; |
1680 |
|
1681 |
arrow->move_type = MOVE_FLY_LOW; |
1682 |
arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1683 |
|
1684 |
play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1685 |
m->insert (arrow, sx, sy, op); |
1686 |
|
1687 |
if (!arrow->destroyed ()) |
1688 |
move_arrow (arrow); |
1689 |
|
1690 |
if (op->type == PLAYER) |
1691 |
{ |
1692 |
if (left->destroyed ()) |
1693 |
esrv_del_item (op->contr, left->count); |
1694 |
else |
1695 |
esrv_send_item (op, left); |
1696 |
} |
1697 |
|
1698 |
return 1; |
1699 |
} |
1700 |
|
1701 |
/* Special fire code for players - this takes into |
1702 |
* account the special fire modes players can have |
1703 |
* but monsters can't. Putting that code here |
1704 |
* makes the fire_bow code much cleaner. |
1705 |
* this function should only be called if 'op' is a player, |
1706 |
* hence the function name. |
1707 |
*/ |
1708 |
int |
1709 |
player_fire_bow (object *op, int dir) |
1710 |
{ |
1711 |
int ret = 0, wcmod = 0; |
1712 |
|
1713 |
if (op->contr->bowtype == bow_bestarrow) |
1714 |
{ |
1715 |
ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1716 |
} |
1717 |
else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1718 |
{ |
1719 |
if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1720 |
wcmod = -1; |
1721 |
|
1722 |
ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1723 |
} |
1724 |
else if (op->contr->bowtype == bow_threewide) |
1725 |
{ |
1726 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1727 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1728 |
ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1729 |
} |
1730 |
else if (op->contr->bowtype == bow_spreadshot) |
1731 |
{ |
1732 |
ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1733 |
ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1734 |
ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1735 |
|
1736 |
} |
1737 |
else |
1738 |
{ |
1739 |
/* Simple case */ |
1740 |
ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1741 |
} |
1742 |
return ret; |
1743 |
} |
1744 |
|
1745 |
|
1746 |
/* Fires a misc (wand/rod/horn) object in 'dir'. |
1747 |
* Broken apart from 'fire' to keep it more readable. |
1748 |
*/ |
1749 |
void |
1750 |
fire_misc_object (object *op, int dir) |
1751 |
{ |
1752 |
object *item; |
1753 |
|
1754 |
if (!op->contr->ranges[range_misc]) |
1755 |
{ |
1756 |
new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1757 |
return; |
1758 |
} |
1759 |
|
1760 |
item = op->contr->ranges[range_misc]; |
1761 |
if (!item->inv) |
1762 |
{ |
1763 |
LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1764 |
return; |
1765 |
} |
1766 |
if (item->type == WAND) |
1767 |
{ |
1768 |
if (item->stats.food <= 0) |
1769 |
{ |
1770 |
play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1771 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1772 |
return; |
1773 |
} |
1774 |
} |
1775 |
else if (item->type == ROD || item->type == HORN) |
1776 |
{ |
1777 |
if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1778 |
{ |
1779 |
play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1780 |
if (item->type == ROD) |
1781 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1782 |
else |
1783 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1784 |
return; |
1785 |
} |
1786 |
} |
1787 |
|
1788 |
if (cast_spell (op, item, dir, item->inv, NULL)) |
1789 |
{ |
1790 |
SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1791 |
if (item->type == WAND) |
1792 |
{ |
1793 |
if (!(--item->stats.food)) |
1794 |
{ |
1795 |
object *tmp; |
1796 |
|
1797 |
if (item->arch) |
1798 |
{ |
1799 |
CLEAR_FLAG (item, FLAG_ANIMATE); |
1800 |
item->face = item->arch->clone.face; |
1801 |
item->set_speed (0); |
1802 |
} |
1803 |
|
1804 |
if ((tmp = item->in_player ())) |
1805 |
esrv_update_item (UPD_ANIM, tmp, item); |
1806 |
} |
1807 |
} |
1808 |
else if (item->type == ROD || item->type == HORN) |
1809 |
drain_rod_charge (item); |
1810 |
} |
1811 |
} |
1812 |
|
1813 |
/* Received a fire command for the player - go and do it. |
1814 |
*/ |
1815 |
void |
1816 |
fire (object *op, int dir) |
1817 |
{ |
1818 |
int spellcost = 0; |
1819 |
|
1820 |
/* check for loss of invisiblity/hide */ |
1821 |
if (action_makes_visible (op)) |
1822 |
make_visible (op); |
1823 |
|
1824 |
switch (op->contr->shoottype) |
1825 |
{ |
1826 |
case range_none: |
1827 |
return; |
1828 |
|
1829 |
case range_bow: |
1830 |
player_fire_bow (op, dir); |
1831 |
return; |
1832 |
|
1833 |
case range_magic: /* Casting spells */ |
1834 |
spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1835 |
return; |
1836 |
|
1837 |
case range_misc: |
1838 |
fire_misc_object (op, dir); |
1839 |
return; |
1840 |
|
1841 |
case range_golem: /* Control summoned monsters from scrolls */ |
1842 |
if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
1843 |
{ |
1844 |
op->contr->ranges[range_golem] = 0; |
1845 |
op->contr->shoottype = range_none; |
1846 |
} |
1847 |
else |
1848 |
control_golem (op->contr->ranges[range_golem], dir); |
1849 |
return; |
1850 |
|
1851 |
case range_skill: |
1852 |
if (!op->chosen_skill) |
1853 |
{ |
1854 |
if (op->type == PLAYER) |
1855 |
new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1856 |
return; |
1857 |
} |
1858 |
|
1859 |
do_skill (op, op, op->chosen_skill, dir, NULL); |
1860 |
return; |
1861 |
case range_builder: |
1862 |
apply_map_builder (op, dir); |
1863 |
return; |
1864 |
default: |
1865 |
new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1866 |
return; |
1867 |
} |
1868 |
} |
1869 |
|
1870 |
|
1871 |
|
1872 |
/* find_key |
1873 |
* We try to find a key for the door as passed. If we find a key |
1874 |
* and successfully use it, we return the key, otherwise NULL |
1875 |
* This function merges both normal and locked door, since the logic |
1876 |
* for both is the same - just the specific key is different. |
1877 |
* pl is the player, |
1878 |
* inv is the objects inventory to searched |
1879 |
* door is the door we are trying to match against. |
1880 |
* This function can be called recursively to search containers. |
1881 |
*/ |
1882 |
|
1883 |
object * |
1884 |
find_key (object *pl, object *container, object *door) |
1885 |
{ |
1886 |
object *tmp, *key; |
1887 |
|
1888 |
/* Should not happen, but sanity checking is never bad */ |
1889 |
if (container->inv == NULL) |
1890 |
return NULL; |
1891 |
|
1892 |
/* First, lets try to find a key in the top level inventory */ |
1893 |
for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1894 |
{ |
1895 |
if (door->type == DOOR && tmp->type == KEY) |
1896 |
break; |
1897 |
/* For sanity, we should really check door type, but other stuff |
1898 |
* (like containers) can be locked with special keys |
1899 |
*/ |
1900 |
if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1901 |
break; |
1902 |
} |
1903 |
/* No key found - lets search inventories now */ |
1904 |
/* If we find and use a key in an inventory, return at that time. |
1905 |
* otherwise, if we search all the inventories and still don't find |
1906 |
* a key, return |
1907 |
*/ |
1908 |
if (!tmp) |
1909 |
{ |
1910 |
for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1911 |
{ |
1912 |
/* No reason to search empty containers */ |
1913 |
if (tmp->type == CONTAINER && tmp->inv) |
1914 |
{ |
1915 |
if ((key = find_key (pl, tmp, door)) != NULL) |
1916 |
return key; |
1917 |
} |
1918 |
} |
1919 |
if (!tmp) |
1920 |
return NULL; |
1921 |
} |
1922 |
/* We get down here if we have found a key. Now if its in a container, |
1923 |
* see if we actually want to use it |
1924 |
*/ |
1925 |
if (pl != container) |
1926 |
{ |
1927 |
/* Only let players use keys in containers */ |
1928 |
if (!pl->contr) |
1929 |
return NULL; |
1930 |
/* cases where this fails: |
1931 |
* If we only search the player inventory, return now since we |
1932 |
* are not in the players inventory. |
1933 |
* If the container is not active, return now since only active |
1934 |
* containers can be used. |
1935 |
* If we only search keyrings and the container does not have |
1936 |
* a race/isn't a keyring. |
1937 |
* No checking for all containers - to fall through past here, |
1938 |
* inv must have been an container and must have been active. |
1939 |
* |
1940 |
* Change the color so that the message doesn't disappear with |
1941 |
* all the others. |
1942 |
*/ |
1943 |
if (pl->contr->usekeys == key_inventory || |
1944 |
!QUERY_FLAG (container, FLAG_APPLIED) || |
1945 |
(pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1946 |
{ |
1947 |
new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1948 |
"The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1949 |
return NULL; |
1950 |
} |
1951 |
} |
1952 |
return tmp; |
1953 |
} |
1954 |
|
1955 |
/* moved door processing out of move_player_attack. |
1956 |
* returns 1 if player has opened the door with a key |
1957 |
* such that the caller should not do anything more, |
1958 |
* 0 otherwise |
1959 |
*/ |
1960 |
static int |
1961 |
player_attack_door (object *op, object *door) |
1962 |
{ |
1963 |
/* If its a door, try to find a use a key. If we do destroy the door, |
1964 |
* might as well return immediately as there is nothing more to do - |
1965 |
* otherwise, we fall through to the rest of the code. |
1966 |
*/ |
1967 |
object *key = find_key (op, op, door); |
1968 |
|
1969 |
/* IF we found a key, do some extra work */ |
1970 |
if (key) |
1971 |
{ |
1972 |
object *container = key->env; |
1973 |
|
1974 |
play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
1975 |
if (action_makes_visible (op)) |
1976 |
make_visible (op); |
1977 |
if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1978 |
spring_trap (door->inv, op); |
1979 |
if (door->type == DOOR) |
1980 |
{ |
1981 |
hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1982 |
} |
1983 |
else if (door->type == LOCKED_DOOR) |
1984 |
{ |
1985 |
new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1986 |
remove_door2 (door); /* remove door without violence ;-) */ |
1987 |
} |
1988 |
/* Do this after we print the message */ |
1989 |
decrease_ob (key); /* Use up one of the keys */ |
1990 |
/* Need to update the weight the container the key was in */ |
1991 |
if (container != op) |
1992 |
esrv_update_item (UPD_WEIGHT, op, container); |
1993 |
return 1; /* Nothing more to do below */ |
1994 |
} |
1995 |
else if (door->type == LOCKED_DOOR) |
1996 |
{ |
1997 |
/* Might as well return now - no other way to open this */ |
1998 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1999 |
return 1; |
2000 |
} |
2001 |
return 0; |
2002 |
} |
2003 |
|
2004 |
/* This function is just part of a breakup from move_player. |
2005 |
* It should keep the code cleaner. |
2006 |
* When this is called, the players direction has been updated |
2007 |
* (taking into account confusion.) The player is also actually |
2008 |
* going to try and move (not fire weapons). |
2009 |
*/ |
2010 |
void |
2011 |
move_player_attack (object *op, int dir) |
2012 |
{ |
2013 |
object *tmp, *mon; |
2014 |
sint16 nx, ny; |
2015 |
int on_battleground; |
2016 |
maptile *m; |
2017 |
|
2018 |
nx = freearr_x[dir] + op->x; |
2019 |
ny = freearr_y[dir] + op->y; |
2020 |
|
2021 |
on_battleground = op_on_battleground (op, 0, 0); |
2022 |
|
2023 |
/* If braced, or can't move to the square, and it is not out of the |
2024 |
* map, attack it. Note order of if statement is important - don't |
2025 |
* want to be calling move_ob if braced, because move_ob will move the |
2026 |
* player. This is a pretty nasty hack, because if we could |
2027 |
* move to some space, it then means that if we are braced, we should |
2028 |
* do nothing at all. As it is, if we are braced, we go through |
2029 |
* quite a bit of processing. However, it probably is less than what |
2030 |
* move_ob uses. |
2031 |
*/ |
2032 |
if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2033 |
{ |
2034 |
if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2035 |
{ |
2036 |
m = op->map->xy_find (nx, ny); |
2037 |
if (!m) |
2038 |
return; /* Don't think this should happen */ |
2039 |
} |
2040 |
else |
2041 |
m = op->map; |
2042 |
|
2043 |
if (!(tmp = m->at (nx, ny).bot)) |
2044 |
return; |
2045 |
|
2046 |
mon = 0; |
2047 |
/* Go through all the objects, and find ones of interest. Only stop if |
2048 |
* we find a monster - that is something we know we want to attack. |
2049 |
* if its a door or barrel (can roll) see if there may be monsters |
2050 |
* on the space |
2051 |
*/ |
2052 |
while (tmp) |
2053 |
{ |
2054 |
if (tmp == op) |
2055 |
{ |
2056 |
tmp = tmp->above; |
2057 |
continue; |
2058 |
} |
2059 |
|
2060 |
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
2061 |
{ |
2062 |
mon = tmp; |
2063 |
break; |
2064 |
} |
2065 |
|
2066 |
if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
2067 |
mon = tmp; |
2068 |
|
2069 |
tmp = tmp->above; |
2070 |
} |
2071 |
|
2072 |
if (!mon) /* This happens anytime the player tries to move */ |
2073 |
return; /* into a wall */ |
2074 |
|
2075 |
if (mon->head) |
2076 |
mon = mon->head; |
2077 |
|
2078 |
if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2079 |
if (player_attack_door (op, mon)) |
2080 |
return; |
2081 |
|
2082 |
/* The following deals with possibly attacking peaceful |
2083 |
* or frienddly creatures. Basically, all players are considered |
2084 |
* unaggressive. If the moving player has peaceful set, then the |
2085 |
* object should be pushed instead of attacked. It is assumed that |
2086 |
* if you are braced, you will not attack friends accidently, |
2087 |
* and thus will not push them. |
2088 |
*/ |
2089 |
|
2090 |
/* If the creature is a pet, push it even if the player is not |
2091 |
* peaceful. Our assumption is the creature is a pet if the |
2092 |
* player owns it and it is either friendly or unagressive. |
2093 |
*/ |
2094 |
if ((op->type == PLAYER) |
2095 |
#if COZY_SERVER |
2096 |
&& |
2097 |
((mon->owner && mon->owner->contr |
2098 |
&& same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2099 |
#else |
2100 |
&& mon->owner == op |
2101 |
#endif |
2102 |
&& (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2103 |
{ |
2104 |
/* If we're braced, we don't want to switch places with it */ |
2105 |
if (op->contr->braced) |
2106 |
return; |
2107 |
|
2108 |
play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2109 |
(void) push_ob (mon, dir, op); |
2110 |
if (op->contr->tmp_invis || op->hide) |
2111 |
make_visible (op); |
2112 |
|
2113 |
return; |
2114 |
} |
2115 |
|
2116 |
/* in certain circumstances, you shouldn't attack friendly |
2117 |
* creatures. Note that if you are braced, you can't push |
2118 |
* someone, but put it inside this loop so that you won't |
2119 |
* attack them either. |
2120 |
*/ |
2121 |
if ((mon->type == PLAYER || mon->enemy != op) && |
2122 |
(mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2123 |
#ifdef PROHIBIT_PLAYERKILL |
2124 |
(op->contr->peaceful |
2125 |
|| (mon->type == PLAYER |
2126 |
&& mon->contr-> |
2127 |
peaceful)) && |
2128 |
#else |
2129 |
op->contr->peaceful && |
2130 |
#endif |
2131 |
!on_battleground)) |
2132 |
{ |
2133 |
if (!op->contr->braced) |
2134 |
{ |
2135 |
play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2136 |
push_ob (mon, dir, op); |
2137 |
} |
2138 |
else |
2139 |
new_draw_info (0, 0, op, "You withhold your attack"); |
2140 |
|
2141 |
if (op->contr->tmp_invis || op->hide) |
2142 |
make_visible (op); |
2143 |
} |
2144 |
|
2145 |
/* If the object is a boulder or other rollable object, then |
2146 |
* roll it if not braced. You can't roll it if you are braced. |
2147 |
*/ |
2148 |
else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2149 |
{ |
2150 |
recursive_roll (mon, dir, op); |
2151 |
if (action_makes_visible (op)) |
2152 |
make_visible (op); |
2153 |
} |
2154 |
|
2155 |
/* Any generic living creature. Including things like doors. |
2156 |
* Way it works is like this: First, it must have some hit points |
2157 |
* and be living. Then, it must be one of the following: |
2158 |
* 1) Not a player, 2) A player, but of a different party. Note |
2159 |
* that party_number -1 is no party, so attacks can still happen. |
2160 |
*/ |
2161 |
else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2162 |
((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2163 |
{ |
2164 |
|
2165 |
/* If the player hasn't hit something this tick, and does |
2166 |
* so, give them speed boost based on weapon speed. Doing |
2167 |
* it here is better than process_players2, which basically |
2168 |
* incurred a 1 tick offset. |
2169 |
*/ |
2170 |
if (!op->contr->has_hit) |
2171 |
{ |
2172 |
op->speed_left += op->speed / op->contr->weapon_sp; |
2173 |
|
2174 |
op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
2175 |
} |
2176 |
|
2177 |
skill_attack (mon, op, 0, 0, 0); |
2178 |
|
2179 |
/* If attacking another player, that player gets automatic |
2180 |
* hitback, and doesn't loose luck either. |
2181 |
* Disable hitback on the battleground or if the target is |
2182 |
* the wiz. |
2183 |
*/ |
2184 |
if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
2185 |
{ |
2186 |
short luck = mon->stats.luck; |
2187 |
|
2188 |
mon->contr->has_hit = 1; |
2189 |
skill_attack (op, mon, 0, 0, 0); |
2190 |
mon->stats.luck = luck; |
2191 |
} |
2192 |
|
2193 |
if (action_makes_visible (op)) |
2194 |
make_visible (op); |
2195 |
} |
2196 |
} /* if player should attack something */ |
2197 |
} |
2198 |
|
2199 |
int |
2200 |
move_player (object *op, int dir) |
2201 |
{ |
2202 |
int pick; |
2203 |
|
2204 |
if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2205 |
return 0; |
2206 |
|
2207 |
/* Sanity check: make sure dir is valid */ |
2208 |
if ((dir < 0) || (dir >= 9)) |
2209 |
{ |
2210 |
LOG (llevError, "move_player: invalid direction %d\n", dir); |
2211 |
return 0; |
2212 |
} |
2213 |
|
2214 |
/* peterm: added following line */ |
2215 |
if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2216 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2217 |
|
2218 |
op->facing = dir; |
2219 |
|
2220 |
if (op->hide) |
2221 |
do_hidden_move (op); |
2222 |
|
2223 |
if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2224 |
/*nop */ ; |
2225 |
else if (op->contr->fire_on) |
2226 |
fire (op, dir); |
2227 |
else |
2228 |
{ |
2229 |
move_player_attack (op, dir); |
2230 |
pick = check_pick (op); |
2231 |
} |
2232 |
|
2233 |
/* Add special check for newcs players and fire on - this way, the |
2234 |
* server can handle repeat firing. |
2235 |
*/ |
2236 |
if (op->contr->fire_on || (op->contr->run_on && pick != 0)) |
2237 |
op->direction = dir; |
2238 |
else |
2239 |
op->direction = 0; |
2240 |
|
2241 |
/* Update how the player looks. Use the facing, so direction may |
2242 |
* get reset to zero. This allows for full animation capabilities |
2243 |
* for players. |
2244 |
*/ |
2245 |
animate_object (op, op->facing); |
2246 |
return 0; |
2247 |
} |
2248 |
|
2249 |
/* This is similar to handle_player, below, but is only used by the |
2250 |
* new client/server stuff. |
2251 |
* This is sort of special, in that the new client/server actually uses |
2252 |
* the new speed values for commands. |
2253 |
* |
2254 |
* Returns true if there are more actions we can do. |
2255 |
*/ |
2256 |
int |
2257 |
handle_newcs_player (object *op) |
2258 |
{ |
2259 |
if (op->contr->hidden) |
2260 |
{ |
2261 |
op->invisible = 1000; |
2262 |
/* the socket code flashes the player visible/invisible |
2263 |
* depending on the value of invisible, so we need to |
2264 |
* alternate it here for it to work correctly. |
2265 |
*/ |
2266 |
if (pticks & 2) |
2267 |
op->invisible--; |
2268 |
} |
2269 |
else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2270 |
{ |
2271 |
op->invisible--; |
2272 |
if (!op->invisible) |
2273 |
{ |
2274 |
make_visible (op); |
2275 |
new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2276 |
} |
2277 |
} |
2278 |
|
2279 |
if (QUERY_FLAG (op, FLAG_SCARED)) |
2280 |
{ |
2281 |
flee_player (op); |
2282 |
/* If player is still scared, that is his action for this tick */ |
2283 |
if (QUERY_FLAG (op, FLAG_SCARED)) |
2284 |
{ |
2285 |
op->speed_left--; |
2286 |
return 0; |
2287 |
} |
2288 |
} |
2289 |
|
2290 |
/* I've been seeing crashes where the golem has been destroyed, but |
2291 |
* the player object still points to the defunct golem. The code that |
2292 |
* destroys the golem looks correct, and it doesn't always happen, so |
2293 |
* put this in a a workaround to clean up the golem pointer. |
2294 |
*/ |
2295 |
if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
2296 |
op->contr->ranges[range_golem] = 0; |
2297 |
|
2298 |
/* call this here - we also will call this in do_ericserver, but |
2299 |
* the players time has been increased when doericserver has been |
2300 |
* called, so we recheck it here. |
2301 |
*/ |
2302 |
if (op->contr->ns->handle_command ()) |
2303 |
return 1; |
2304 |
|
2305 |
if (op->speed_left > 0) |
2306 |
{ |
2307 |
if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2308 |
{ |
2309 |
/* All move commands take 1 tick, at least for now */ |
2310 |
op->speed_left--; |
2311 |
|
2312 |
/* Instead of all the stuff below, let move_player take care |
2313 |
* of it. Also, some of the skill stuff is only put in |
2314 |
* there, as well as the confusion stuff. |
2315 |
*/ |
2316 |
move_player (op, op->direction); |
2317 |
|
2318 |
return op->speed_left > 0; |
2319 |
} |
2320 |
} |
2321 |
|
2322 |
return 0; |
2323 |
} |
2324 |
|
2325 |
int |
2326 |
save_life (object *op) |
2327 |
{ |
2328 |
if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2329 |
return 0; |
2330 |
|
2331 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2332 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2333 |
{ |
2334 |
play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2335 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2336 |
|
2337 |
if (op->contr) |
2338 |
esrv_del_item (op->contr, tmp->count); |
2339 |
|
2340 |
tmp->destroy (); |
2341 |
CLEAR_FLAG (op, FLAG_LIFESAVE); |
2342 |
|
2343 |
if (op->stats.hp < 0) |
2344 |
op->stats.hp = op->stats.maxhp; |
2345 |
|
2346 |
if (op->stats.food < 0) |
2347 |
op->stats.food = 999; |
2348 |
|
2349 |
op->update_stats (); |
2350 |
return 1; |
2351 |
} |
2352 |
|
2353 |
LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2354 |
CLEAR_FLAG (op, FLAG_LIFESAVE); |
2355 |
enter_player_savebed (op); /* bring him home. */ |
2356 |
return 0; |
2357 |
} |
2358 |
|
2359 |
/* This goes throws the inventory and removes unpaid objects, and puts them |
2360 |
* back in the map (location and map determined by values of env). This |
2361 |
* function will descend into containers. op is the object to start the search |
2362 |
* from. |
2363 |
*/ |
2364 |
void |
2365 |
remove_unpaid_objects (object *op, object *env) |
2366 |
{ |
2367 |
object *next; |
2368 |
|
2369 |
while (op) |
2370 |
{ |
2371 |
object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2372 |
|
2373 |
if (QUERY_FLAG (op, FLAG_UNPAID)) |
2374 |
{ |
2375 |
if (env->type == PLAYER) |
2376 |
esrv_del_item (env->contr, op->count); |
2377 |
|
2378 |
op->insert_at (env); |
2379 |
} |
2380 |
else if (op->inv) |
2381 |
remove_unpaid_objects (op->inv, env); |
2382 |
|
2383 |
op = next; |
2384 |
} |
2385 |
} |
2386 |
|
2387 |
/* |
2388 |
* Returns pointer a static string containing gravestone text |
2389 |
* Moved from apply.c to player.c - player.c is what |
2390 |
* actually uses this function. player.c may not be quite the |
2391 |
* best, a misc file for object actions is probably better, |
2392 |
* but there isn't one in the server directory. |
2393 |
*/ |
2394 |
char * |
2395 |
gravestone_text (object *op) |
2396 |
{ |
2397 |
static char buf2[MAX_BUF]; |
2398 |
char buf[MAX_BUF]; |
2399 |
time_t now = time (NULL); |
2400 |
|
2401 |
strcpy (buf2, " R.I.P.\n\n"); |
2402 |
if (op->type == PLAYER) |
2403 |
sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2404 |
else |
2405 |
sprintf (buf, "%s\n", &op->name); |
2406 |
|
2407 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2408 |
strcat (buf2, buf); |
2409 |
if (op->type == PLAYER) |
2410 |
sprintf (buf, "who was in level %d when killed\n", op->level); |
2411 |
else |
2412 |
sprintf (buf, "who was in level %d when died.\n\n", op->level); |
2413 |
|
2414 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2415 |
strcat (buf2, buf); |
2416 |
if (op->type == PLAYER) |
2417 |
{ |
2418 |
sprintf (buf, "by %s.\n\n", op->contr->killer); |
2419 |
strncat (buf2, " ", 21 - strlen (buf) / 2); |
2420 |
strcat (buf2, buf); |
2421 |
} |
2422 |
|
2423 |
strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2424 |
strncat (buf2, " ", 20 - strlen (buf) / 2); |
2425 |
strcat (buf2, buf); |
2426 |
|
2427 |
return buf2; |
2428 |
} |
2429 |
|
2430 |
void |
2431 |
do_some_living (object *op) |
2432 |
{ |
2433 |
int last_food = op->stats.food; |
2434 |
int gen_hp, gen_sp, gen_grace; |
2435 |
int over_hp, over_sp, over_grace; |
2436 |
int i; |
2437 |
int rate_hp = 1200; |
2438 |
int rate_sp = 2500; |
2439 |
int rate_grace = 2000; |
2440 |
const int max_hp = 1; |
2441 |
const int max_sp = 1; |
2442 |
const int max_grace = 1; |
2443 |
|
2444 |
if (op->contr->outputs_sync) |
2445 |
{ |
2446 |
for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2447 |
if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2448 |
flush_output_element (op, &op->contr->outputs[i]); |
2449 |
} |
2450 |
|
2451 |
if (op->contr->ns->state == ST_PLAYING) |
2452 |
{ |
2453 |
/* these next three if clauses make it possible to SLOW DOWN |
2454 |
hp/grace/spellpoint regeneration. */ |
2455 |
if (op->contr->gen_hp >= 0) |
2456 |
gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; |
2457 |
else |
2458 |
{ |
2459 |
gen_hp = op->stats.maxhp; |
2460 |
rate_hp -= rate_hp / 2 * op->contr->gen_hp; |
2461 |
} |
2462 |
|
2463 |
if (op->contr->gen_sp >= 0) |
2464 |
gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; |
2465 |
else |
2466 |
{ |
2467 |
gen_sp = op->stats.maxsp; |
2468 |
rate_sp -= rate_sp / 2 * op->contr->gen_sp; |
2469 |
} |
2470 |
|
2471 |
if (op->contr->gen_grace >= 0) |
2472 |
gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2473 |
else |
2474 |
{ |
2475 |
gen_grace = op->stats.maxgrace; |
2476 |
rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2477 |
} |
2478 |
|
2479 |
/* Regenerate Spell Points */ |
2480 |
if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
2481 |
{ |
2482 |
gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2483 |
if (op->stats.sp < op->stats.maxsp) |
2484 |
{ |
2485 |
op->stats.sp++; |
2486 |
/* dms do not consume food */ |
2487 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
2488 |
{ |
2489 |
op->stats.food--; |
2490 |
if (op->contr->digestion < 0) |
2491 |
op->stats.food += op->contr->digestion; |
2492 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2493 |
op->stats.food = last_food; |
2494 |
} |
2495 |
} |
2496 |
|
2497 |
if (max_sp > 1) |
2498 |
{ |
2499 |
over_sp = (gen_sp + 10) / rate_sp; |
2500 |
if (over_sp > 0) |
2501 |
{ |
2502 |
if (op->stats.sp < op->stats.maxsp) |
2503 |
{ |
2504 |
op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2505 |
|
2506 |
if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
2507 |
op->stats.sp--; |
2508 |
|
2509 |
if (op->stats.sp > op->stats.maxsp) |
2510 |
op->stats.sp = op->stats.maxsp; |
2511 |
} |
2512 |
op->last_sp = 0; |
2513 |
} |
2514 |
else |
2515 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2516 |
} |
2517 |
else |
2518 |
op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2519 |
} |
2520 |
|
2521 |
/* Regenerate Grace */ |
2522 |
/* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2523 |
if (--op->last_grace < 0) |
2524 |
{ |
2525 |
if (op->stats.grace < op->stats.maxgrace / 2) |
2526 |
op->stats.grace++; /* no penalty in food for regaining grace */ |
2527 |
|
2528 |
if (max_grace > 1) |
2529 |
{ |
2530 |
over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2531 |
if (over_grace > 0) |
2532 |
{ |
2533 |
op->stats.sp += over_grace |
2534 |
+ (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
2535 |
op->last_grace = 0; |
2536 |
} |
2537 |
else |
2538 |
{ |
2539 |
op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2540 |
} |
2541 |
} |
2542 |
else |
2543 |
{ |
2544 |
op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2545 |
} |
2546 |
/* wearing stuff doesn't detract from grace generation. */ |
2547 |
} |
2548 |
|
2549 |
/* Regenerate Hit Points */ |
2550 |
if (--op->last_heal < 0) |
2551 |
{ |
2552 |
if (op->stats.hp < op->stats.maxhp) |
2553 |
{ |
2554 |
op->stats.hp++; |
2555 |
/* dms do not consume food */ |
2556 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
2557 |
{ |
2558 |
op->stats.food--; |
2559 |
if (op->contr->digestion < 0) |
2560 |
op->stats.food += op->contr->digestion; |
2561 |
else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2562 |
op->stats.food = last_food; |
2563 |
} |
2564 |
} |
2565 |
|
2566 |
if (max_hp > 1) |
2567 |
{ |
2568 |
over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2569 |
if (over_hp > 0) |
2570 |
{ |
2571 |
op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2572 |
op->last_heal = 0; |
2573 |
} |
2574 |
else |
2575 |
{ |
2576 |
op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2577 |
} |
2578 |
} |
2579 |
else |
2580 |
{ |
2581 |
op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2582 |
} |
2583 |
} |
2584 |
|
2585 |
/* Digestion */ |
2586 |
if (--op->last_eat < 0) |
2587 |
{ |
2588 |
#ifdef COZY_SERVER |
2589 |
int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2590 |
int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
2591 |
#else |
2592 |
int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2593 |
#endif |
2594 |
|
2595 |
if (op->contr->gen_hp > 0) |
2596 |
op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2597 |
else |
2598 |
op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
2599 |
|
2600 |
/* dms do not consume food */ |
2601 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
2602 |
op->stats.food--; |
2603 |
} |
2604 |
|
2605 |
if (op->stats.food < 0 && op->stats.hp >= 0) |
2606 |
{ |
2607 |
object *tmp, *flesh = 0; |
2608 |
|
2609 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
2610 |
{ |
2611 |
if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2612 |
{ |
2613 |
if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2614 |
{ |
2615 |
new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2616 |
manual_apply (op, tmp, 0); |
2617 |
if (op->stats.food >= 0 || op->stats.hp < 0) |
2618 |
break; |
2619 |
} |
2620 |
else if (tmp->type == FLESH) |
2621 |
flesh = tmp; |
2622 |
} /* End if paid for object */ |
2623 |
} /* end of for loop */ |
2624 |
|
2625 |
/* If player is still starving, it means they don't have any food, so |
2626 |
* eat flesh instead. |
2627 |
*/ |
2628 |
if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2629 |
{ |
2630 |
new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2631 |
manual_apply (op, flesh, 0); |
2632 |
} |
2633 |
} |
2634 |
|
2635 |
while (op->stats.food < 0 && op->stats.hp >= 0) |
2636 |
op->stats.food++, op->stats.hp--; |
2637 |
|
2638 |
if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2639 |
kill_player (op); |
2640 |
} |
2641 |
} |
2642 |
|
2643 |
/* If the player should die (lack of hp, food, etc), we call this. |
2644 |
* op is the player in jeopardy. If the player can not be saved (not |
2645 |
* permadeath, no lifesave), this will take care of removing the player |
2646 |
* file. |
2647 |
*/ |
2648 |
void |
2649 |
kill_player (object *op) |
2650 |
{ |
2651 |
char buf[MAX_BUF]; |
2652 |
int x, y; |
2653 |
|
2654 |
//int i; |
2655 |
maptile *map; /* this is for resurrection */ |
2656 |
|
2657 |
/* int z; |
2658 |
int num_stats_lose; |
2659 |
int lost_a_stat; |
2660 |
int lose_this_stat; |
2661 |
int this_stat; */ |
2662 |
int will_kill_again; |
2663 |
archetype *at; |
2664 |
object *tmp; |
2665 |
|
2666 |
if (save_life (op)) |
2667 |
return; |
2668 |
|
2669 |
|
2670 |
/* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2671 |
* in cities ONLY!!! It is very important that this doesn't get abused. |
2672 |
* Look at op_on_battleground() for more info --AndreasV |
2673 |
*/ |
2674 |
if (op_on_battleground (op, &x, &y)) |
2675 |
{ |
2676 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2677 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2678 |
|
2679 |
/* restore player */ |
2680 |
at = archetype::find ("poisoning"); |
2681 |
if (object *tmp = present_arch_in_ob (at, op)) |
2682 |
{ |
2683 |
tmp->destroy (); |
2684 |
new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2685 |
} |
2686 |
|
2687 |
at = archetype::find ("confusion"); |
2688 |
if (object *tmp = present_arch_in_ob (at, op)) |
2689 |
{ |
2690 |
tmp->destroy (); |
2691 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2692 |
} |
2693 |
|
2694 |
cure_disease (op, 0); /* remove any disease */ |
2695 |
op->stats.hp = op->stats.maxhp; |
2696 |
if (op->stats.food <= 0) |
2697 |
op->stats.food = 999; |
2698 |
|
2699 |
/* create a bodypart-trophy to make the winner happy */ |
2700 |
if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2701 |
{ |
2702 |
sprintf (buf, "%s's finger", &op->name); |
2703 |
tmp->name = buf; |
2704 |
sprintf (buf, " This finger has been cut off %s\n" |
2705 |
" the %s, when he was defeated at\n level %d by %s.\n", |
2706 |
&op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2707 |
tmp->msg = buf; |
2708 |
tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2709 |
tmp->materialname = NULL; |
2710 |
tmp->insert_at (op, tmp); |
2711 |
} |
2712 |
|
2713 |
/* teleport defeated player to new destination */ |
2714 |
transfer_ob (op, x, y, 0, NULL); |
2715 |
op->contr->braced = 0; |
2716 |
return; |
2717 |
} |
2718 |
|
2719 |
INVOKE_PLAYER (DEATH, op->contr); |
2720 |
|
2721 |
command_kill_pets (op, 0); |
2722 |
|
2723 |
if (op->stats.food < 0) |
2724 |
{ |
2725 |
sprintf (buf, "%s starved to death.", &op->name); |
2726 |
strcpy (op->contr->killer, "starvation"); |
2727 |
} |
2728 |
else |
2729 |
sprintf (buf, "%s died.", &op->name); |
2730 |
|
2731 |
play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2732 |
|
2733 |
/* save the map location for corpse, gravestone */ |
2734 |
x = op->x; |
2735 |
y = op->y; |
2736 |
map = op->map; |
2737 |
|
2738 |
/* NOT_PERMADEATH code. This basically brings the character back to |
2739 |
* life if they are dead - it takes some exp and a random stat. |
2740 |
* See the config.h file for a little more in depth detail about this. |
2741 |
*/ |
2742 |
|
2743 |
/* Basically two ways to go - remove a stat permanently, or just |
2744 |
* make it depletion. This bunch of code deals with that aspect |
2745 |
* of death. |
2746 |
*/ |
2747 |
#ifndef COZY_SERVER |
2748 |
if (settings.balanced_stat_loss) |
2749 |
{ |
2750 |
/* If stat loss is permanent, lose one stat only. */ |
2751 |
/* Lower level chars don't lose as many stats because they suffer |
2752 |
more if they do. */ |
2753 |
/* Higher level characters can afford things such as potions of |
2754 |
restoration, or better, stat potions. So we slug them that |
2755 |
little bit harder. */ |
2756 |
/* GD */ |
2757 |
if (settings.stat_loss_on_death) |
2758 |
num_stats_lose = 1; |
2759 |
else |
2760 |
num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2761 |
} |
2762 |
else |
2763 |
num_stats_lose = 1; |
2764 |
|
2765 |
lost_a_stat = 0; |
2766 |
|
2767 |
for (z = 0; z < num_stats_lose; z++) |
2768 |
{ |
2769 |
i = RANDOM () % NUM_STATS; |
2770 |
|
2771 |
if (settings.stat_loss_on_death) |
2772 |
{ |
2773 |
/* Pick a random stat and take a point off it. Tell the player |
2774 |
* what he lost. |
2775 |
*/ |
2776 |
change_attr_value (&(op->stats), i, -1); |
2777 |
check_stat_bounds (&(op->stats)); |
2778 |
change_attr_value (&(op->contr->orig_stats), i, -1); |
2779 |
check_stat_bounds (&(op->contr->orig_stats)); |
2780 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2781 |
lost_a_stat = 1; |
2782 |
} |
2783 |
else |
2784 |
{ |
2785 |
/* deplete a stat */ |
2786 |
archetype *deparch = archetype::find ("depletion"); |
2787 |
object *dep; |
2788 |
|
2789 |
dep = present_arch_in_ob (deparch, op); |
2790 |
if (!dep) |
2791 |
{ |
2792 |
dep = arch_to_object (deparch); |
2793 |
insert_ob_in_ob (dep, op); |
2794 |
} |
2795 |
lose_this_stat = 1; |
2796 |
if (settings.balanced_stat_loss) |
2797 |
{ |
2798 |
/* GD */ |
2799 |
/* Get the stat that we're about to deplete. */ |
2800 |
this_stat = get_attr_value (&(dep->stats), i); |
2801 |
if (this_stat < 0) |
2802 |
{ |
2803 |
int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; |
2804 |
int keep_chance = this_stat * this_stat; |
2805 |
|
2806 |
/* Yes, I am paranoid. Sue me. */ |
2807 |
if (keep_chance < 1) |
2808 |
keep_chance = 1; |
2809 |
|
2810 |
/* There is a maximum depletion total per level. */ |
2811 |
if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2812 |
{ |
2813 |
lose_this_stat = 0; |
2814 |
/* Take loss chance vs keep chance to see if we |
2815 |
retain the stat. */ |
2816 |
} |
2817 |
else |
2818 |
{ |
2819 |
if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2820 |
lose_this_stat = 0; |
2821 |
/* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", |
2822 |
this_stat, keep_chance, loss_chance, |
2823 |
lose_this_stat?"LOSE":"KEEP"); */ |
2824 |
} |
2825 |
} |
2826 |
} |
2827 |
|
2828 |
if (lose_this_stat) |
2829 |
{ |
2830 |
this_stat = get_attr_value (&(dep->stats), i); |
2831 |
/* We could try to do something clever like find another |
2832 |
* stat to reduce if this fails. But chances are, if |
2833 |
* stats have been depleted to -50, all are pretty low |
2834 |
* and should be roughly the same, so it shouldn't make a |
2835 |
* difference. |
2836 |
*/ |
2837 |
if (this_stat >= -50) |
2838 |
{ |
2839 |
change_attr_value (&(dep->stats), i, -1); |
2840 |
SET_FLAG (dep, FLAG_APPLIED); |
2841 |
new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2842 |
op->update_stats (); |
2843 |
lost_a_stat = 1; |
2844 |
} |
2845 |
} |
2846 |
} |
2847 |
} |
2848 |
/* If no stat lost, tell the player. */ |
2849 |
if (!lost_a_stat) |
2850 |
{ |
2851 |
/* determine_god() seems to not work sometimes... why is this? |
2852 |
Should I be using something else? GD */ |
2853 |
const char *god = determine_god (op); |
2854 |
|
2855 |
if (god && (strcmp (god, "none"))) |
2856 |
new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2857 |
else |
2858 |
new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2859 |
} |
2860 |
#else |
2861 |
new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2862 |
#endif |
2863 |
|
2864 |
/* Put a gravestone up where the character 'almost' died. List the |
2865 |
* exp loss on the stone. |
2866 |
*/ |
2867 |
tmp = arch_to_object (archetype::find ("gravestone")); |
2868 |
sprintf (buf, "%s's gravestone", &op->name); |
2869 |
tmp->name = buf; |
2870 |
sprintf (buf, "%s's gravestones", &op->name); |
2871 |
tmp->name_pl = buf; |
2872 |
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); |
2873 |
tmp->msg = buf; |
2874 |
tmp->x = op->x, tmp->y = op->y; |
2875 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
2876 |
|
2877 |
/**************************************/ |
2878 |
/* */ |
2879 |
/* Subtract the experience points, */ |
2880 |
/* if we died cause of food, give us */ |
2881 |
/* food, and reset HP's... */ |
2882 |
/* */ |
2883 |
/**************************************/ |
2884 |
|
2885 |
/* remove any poisoning and confusion the character may be suffering. */ |
2886 |
/* restore player */ |
2887 |
at = archetype::find ("poisoning"); |
2888 |
tmp = present_arch_in_ob (at, op); |
2889 |
|
2890 |
if (tmp) |
2891 |
{ |
2892 |
tmp->destroy (); |
2893 |
new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2894 |
} |
2895 |
|
2896 |
at = archetype::find ("confusion"); |
2897 |
tmp = present_arch_in_ob (at, op); |
2898 |
if (tmp) |
2899 |
{ |
2900 |
tmp->destroy (); |
2901 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2902 |
} |
2903 |
|
2904 |
cure_disease (op, 0); /* remove any disease */ |
2905 |
|
2906 |
/*add_exp(op, (op->stats.exp * -0.20)); */ |
2907 |
apply_death_exp_penalty (op); |
2908 |
if (op->stats.food < 100) |
2909 |
op->stats.food = 900; |
2910 |
op->stats.hp = op->stats.maxhp; |
2911 |
op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2912 |
op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2913 |
|
2914 |
/* |
2915 |
* Check to see if the player is in a shop. IF so, then check to see if |
2916 |
* the player has any unpaid items. If so, remove them and put them back |
2917 |
* in the map. |
2918 |
*/ |
2919 |
|
2920 |
if (is_in_shop (op)) |
2921 |
remove_unpaid_objects (op->inv, op); |
2922 |
|
2923 |
/****************************************/ |
2924 |
/* */ |
2925 |
/* Move player to his current respawn- */ |
2926 |
/* position (usually last savebed) */ |
2927 |
/* */ |
2928 |
/****************************************/ |
2929 |
|
2930 |
enter_player_savebed (op); |
2931 |
|
2932 |
op->contr->braced = 0; |
2933 |
|
2934 |
/* it is possible that the player has blown something up |
2935 |
* at his savebed location, and that can have long lasting |
2936 |
* spell effects. So first see if there is a spell effect |
2937 |
* on the space that might harm the player. |
2938 |
*/ |
2939 |
will_kill_again = 0; |
2940 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
2941 |
if (tmp->type == SPELL_EFFECT) |
2942 |
will_kill_again |= tmp->attacktype; |
2943 |
|
2944 |
if (will_kill_again) |
2945 |
{ |
2946 |
object *force; |
2947 |
int at; |
2948 |
|
2949 |
force = get_archetype (FORCE_NAME); |
2950 |
/* 50 ticks should be enough time for the spell to abate */ |
2951 |
force->speed = 0.1; |
2952 |
force->speed_left = -5.0; |
2953 |
SET_FLAG (force, FLAG_APPLIED); |
2954 |
for (at = 0; at < NROFATTACKS; at++) |
2955 |
if (will_kill_again & (1 << at)) |
2956 |
force->resist[at] = 100; |
2957 |
|
2958 |
insert_ob_in_ob (force, op); |
2959 |
op->update_stats (); |
2960 |
|
2961 |
} |
2962 |
|
2963 |
new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2964 |
} |
2965 |
|
2966 |
void |
2967 |
loot_object (object *op) |
2968 |
{ /* Grab and destroy some treasure */ |
2969 |
object *tmp, *tmp2, *next; |
2970 |
|
2971 |
if (op->container) |
2972 |
esrv_apply_container (op, op->container); /* close open sack first */ |
2973 |
|
2974 |
for (tmp = op->inv; tmp; tmp = next) |
2975 |
{ |
2976 |
next = tmp->below; |
2977 |
|
2978 |
if (tmp->invisible) |
2979 |
continue; |
2980 |
|
2981 |
tmp->remove (); |
2982 |
tmp->x = op->x, tmp->y = op->y; |
2983 |
if (tmp->type == CONTAINER) |
2984 |
{ /* empty container to ground */ |
2985 |
loot_object (tmp); |
2986 |
} |
2987 |
if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2988 |
{ |
2989 |
if (tmp->nrof > 1) |
2990 |
{ |
2991 |
tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2992 |
tmp2->destroy (); |
2993 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
2994 |
} |
2995 |
else |
2996 |
tmp->destroy (); |
2997 |
} |
2998 |
else |
2999 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
3000 |
} |
3001 |
} |
3002 |
|
3003 |
/* |
3004 |
* fix_weight(): Check recursively the weight of all players, and fix |
3005 |
* what needs to be fixed. Refresh windows and fix speed if anything |
3006 |
* was changed. |
3007 |
*/ |
3008 |
|
3009 |
void |
3010 |
fix_weight (void) |
3011 |
{ |
3012 |
for_all_players (pl) |
3013 |
{ |
3014 |
int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
3015 |
|
3016 |
if (old == sum) |
3017 |
continue; |
3018 |
pl->ob->update_stats (); |
3019 |
LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
3020 |
} |
3021 |
} |
3022 |
|
3023 |
void |
3024 |
fix_luck (void) |
3025 |
{ |
3026 |
for_all_players (pl) |
3027 |
if (!pl->ob->contr->ns->state) |
3028 |
pl->ob->change_luck (0); |
3029 |
} |
3030 |
|
3031 |
/* cast_dust() - handles op throwing objects of type 'DUST'. |
3032 |
* This is much simpler in the new spell code - we basically |
3033 |
* just treat this as any other spell casting object. |
3034 |
*/ |
3035 |
void |
3036 |
cast_dust (object *op, object *throw_ob, int dir) |
3037 |
{ |
3038 |
object *skop, *spob; |
3039 |
|
3040 |
skop = find_skill_by_name (op, throw_ob->skill); |
3041 |
|
3042 |
/* casting POTION 'dusts' is really a use_magic_item skill */ |
3043 |
if (op->type == PLAYER && throw_ob->type == POTION && !skop) |
3044 |
{ |
3045 |
LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); |
3046 |
return; |
3047 |
} |
3048 |
|
3049 |
spob = throw_ob->inv; |
3050 |
|
3051 |
// elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to |
3052 |
// not pass NULL to cast_spell (which did indeed check itself, but |
3053 |
// errors should be reported as early as possible IMHO) |
3054 |
if (!spob) |
3055 |
{ |
3056 |
LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); |
3057 |
return; |
3058 |
} |
3059 |
|
3060 |
if (op->type == PLAYER) |
3061 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3062 |
|
3063 |
cast_spell (op, throw_ob, dir, spob, NULL); |
3064 |
|
3065 |
throw_ob->destroy (); |
3066 |
} |
3067 |
|
3068 |
void |
3069 |
make_visible (object *op) |
3070 |
{ |
3071 |
op->hide = 0; |
3072 |
op->invisible = 0; |
3073 |
if (op->type == PLAYER) |
3074 |
{ |
3075 |
op->contr->tmp_invis = 0; |
3076 |
op->contr->invis_race = 0; |
3077 |
} |
3078 |
update_object (op, UP_OBJ_FACE); |
3079 |
} |
3080 |
|
3081 |
int |
3082 |
is_true_undead (object *op) |
3083 |
{ |
3084 |
object *tmp = NULL; |
3085 |
|
3086 |
if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3087 |
return 1; |
3088 |
|
3089 |
return 0; |
3090 |
} |
3091 |
|
3092 |
/* look at the surrounding terrain to determine |
3093 |
* the hideability of this object. Positive levels |
3094 |
* indicate greater hideability. |
3095 |
*/ |
3096 |
|
3097 |
int |
3098 |
hideability (object *ob) |
3099 |
{ |
3100 |
int i, level = 0, mflag; |
3101 |
sint16 x, y; |
3102 |
|
3103 |
if (!ob || !ob->map) |
3104 |
return 0; |
3105 |
|
3106 |
/* so, on normal lighted maps, its hard to hide */ |
3107 |
level = ob->map->darkness - 2; |
3108 |
|
3109 |
/* this also picks up whether the object is glowing. |
3110 |
* If you carry a light on a non-dark map, its not |
3111 |
* as bad as carrying a light on a pitch dark map */ |
3112 |
if (has_carried_lights (ob)) |
3113 |
level = -(10 + (2 * ob->map->darkness)); |
3114 |
|
3115 |
/* scan through all nearby squares for terrain to hide in */ |
3116 |
for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3117 |
{ |
3118 |
mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3119 |
if (mflag & P_OUT_OF_MAP) |
3120 |
{ |
3121 |
continue; |
3122 |
} |
3123 |
if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3124 |
level += 2; |
3125 |
else /* open terrain! */ |
3126 |
level -= 1; |
3127 |
} |
3128 |
|
3129 |
#if 0 |
3130 |
LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); |
3131 |
#endif |
3132 |
return level; |
3133 |
} |
3134 |
|
3135 |
/* For Hidden creatures - a chance of becoming 'unhidden' |
3136 |
* every time they move - as we subtract off 'invisibility' |
3137 |
* AND, for players, if they move into a ridiculously unhideable |
3138 |
* spot (surrounded by clear terrain in broad daylight). -b.t. |
3139 |
*/ |
3140 |
|
3141 |
void |
3142 |
do_hidden_move (object *op) |
3143 |
{ |
3144 |
int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3145 |
object *skop; |
3146 |
|
3147 |
if (!op || !op->map) |
3148 |
return; |
3149 |
|
3150 |
skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3151 |
|
3152 |
/* its *extremely* hard to run and sneak/hide at the same time! */ |
3153 |
if (op->type == PLAYER && op->contr->run_on) |
3154 |
if (!skop || num >= skop->level) |
3155 |
{ |
3156 |
new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3157 |
make_visible (op); |
3158 |
return; |
3159 |
} |
3160 |
else |
3161 |
num += 20; |
3162 |
|
3163 |
num += op->map->difficulty; |
3164 |
hide = hideability (op); /* modify by terrain hidden level */ |
3165 |
num -= hide; |
3166 |
|
3167 |
if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3168 |
{ |
3169 |
make_visible (op); |
3170 |
if (op->type == PLAYER) |
3171 |
new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3172 |
} |
3173 |
else if (op->type == PLAYER && skop) |
3174 |
change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3175 |
} |
3176 |
|
3177 |
/* determine if who is standing near a hostile creature. */ |
3178 |
|
3179 |
int |
3180 |
stand_near_hostile (object *who) |
3181 |
{ |
3182 |
object *tmp = NULL; |
3183 |
int i, friendly = 0, player = 0, mflags; |
3184 |
maptile *m; |
3185 |
sint16 x, y; |
3186 |
|
3187 |
if (!who) |
3188 |
return 0; |
3189 |
|
3190 |
if (who->type == PLAYER) |
3191 |
player = 1; |
3192 |
|
3193 |
else |
3194 |
friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
3195 |
|
3196 |
/* search adjacent squares */ |
3197 |
for (i = 1; i < 9; i++) |
3198 |
{ |
3199 |
x = who->x + freearr_x[i]; |
3200 |
y = who->y + freearr_y[i]; |
3201 |
m = who->map; |
3202 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
3203 |
/* space must be blocked if there is a monster. If not |
3204 |
* blocked, don't need to check this space. |
3205 |
*/ |
3206 |
if (mflags & P_OUT_OF_MAP) |
3207 |
continue; |
3208 |
if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3209 |
continue; |
3210 |
|
3211 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3212 |
{ |
3213 |
if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
3214 |
return 1; |
3215 |
else if (tmp->type == PLAYER) |
3216 |
{ |
3217 |
/*don't let a hidden DM prevent you from hiding */ |
3218 |
if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
3219 |
return 1; |
3220 |
} |
3221 |
} |
3222 |
} |
3223 |
return 0; |
3224 |
} |
3225 |
|
3226 |
/* check the player los field for viewability of the |
3227 |
* object op. This function works fine for monsters, |
3228 |
* but we dont worry if the object isnt the top one in |
3229 |
* a pile (say a coin under a table would return "viewable" |
3230 |
* by this routine). Another question, should we be |
3231 |
* concerned with the direction the player is looking |
3232 |
* in? Realistically, most of use cant see stuff behind |
3233 |
* our backs...on the other hand, does the "facing" direction |
3234 |
* imply the way your head, or body is facing? Its possible |
3235 |
* for them to differ. Sigh, this fctn could get a bit more complex. |
3236 |
* -b.t. |
3237 |
* This function is now map tiling safe. |
3238 |
*/ |
3239 |
|
3240 |
int |
3241 |
player_can_view (object *pl, object *op) |
3242 |
{ |
3243 |
rv_vector rv; |
3244 |
int dx, dy; |
3245 |
|
3246 |
if (pl->type != PLAYER) |
3247 |
{ |
3248 |
LOG (llevError, "player_can_view() called for non-player object\n"); |
3249 |
return -1; |
3250 |
} |
3251 |
|
3252 |
if (!pl || !op) |
3253 |
return 0; |
3254 |
|
3255 |
op = op->head_ (); |
3256 |
|
3257 |
get_rangevector (pl, op, &rv, 0x1); |
3258 |
|
3259 |
/* starting with the 'head' part, lets loop |
3260 |
* through the object and find if it has any |
3261 |
* part that is in the los array but isnt on |
3262 |
* a blocked los square. |
3263 |
* we use the archetype to figure out offsets. |
3264 |
*/ |
3265 |
while (op) |
3266 |
{ |
3267 |
dx = rv.distance_x + op->arch->clone.x; |
3268 |
dy = rv.distance_y + op->arch->clone.y; |
3269 |
|
3270 |
/* only the viewable area the player sees is updated by LOS |
3271 |
* code, so we need to restrict ourselves to that range of values |
3272 |
* for any meaningful values. |
3273 |
*/ |
3274 |
if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3275 |
FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3276 |
!pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3277 |
return 1; |
3278 |
op = op->more; |
3279 |
} |
3280 |
return 0; |
3281 |
} |
3282 |
|
3283 |
/* routine for both players and monsters. We call this when |
3284 |
* there is a possibility for our action distrubing our hiding |
3285 |
* place or invisiblity spell. Artefact invisiblity is not |
3286 |
* effected by this. If we arent invisible to begin with, we |
3287 |
* return 0. |
3288 |
*/ |
3289 |
int |
3290 |
action_makes_visible (object *op) |
3291 |
{ |
3292 |
|
3293 |
if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3294 |
{ |
3295 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3296 |
return 0; |
3297 |
|
3298 |
if (op->contr && op->contr->tmp_invis == 0) |
3299 |
return 0; |
3300 |
|
3301 |
/* If monsters, they should become visible */ |
3302 |
if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3303 |
{ |
3304 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3305 |
return 1; |
3306 |
} |
3307 |
} |
3308 |
return 0; |
3309 |
} |
3310 |
|
3311 |
/* op_on_battleground - checks if the given object op (usually |
3312 |
* a player) is standing on a valid battleground-tile, |
3313 |
* function returns TRUE/FALSE. If true x, y returns the battleground |
3314 |
* -exit-coord. (and if x, y not NULL) |
3315 |
* 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3316 |
* and if those are all set and the player has a marker that matches the slaying send them to a different x, y |
3317 |
* Default is to do the same as before, so only people wanting to have different points need worry about this |
3318 |
*/ |
3319 |
int |
3320 |
op_on_battleground (object *op, int *x, int *y) |
3321 |
{ |
3322 |
object *tmp; |
3323 |
|
3324 |
/* A battleground-tile needs the following attributes to be valid: |
3325 |
* is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3326 |
* name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3327 |
* and the exit-coordinates sp/hp must both be > 0. |
3328 |
* => The intention here is to prevent abuse of the battleground- |
3329 |
* feature (like pickable or hidden battleground tiles). */ |
3330 |
for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3331 |
{ |
3332 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3333 |
{ |
3334 |
if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3335 |
strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3336 |
{ |
3337 |
/*before we assign the exit, check if this is a teambattle */ |
3338 |
if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3339 |
{ |
3340 |
object *invtmp; |
3341 |
|
3342 |
for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3343 |
{ |
3344 |
if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3345 |
{ |
3346 |
if (x != NULL && y != NULL) |
3347 |
*x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3348 |
return 1; |
3349 |
} |
3350 |
} |
3351 |
} |
3352 |
if (x != NULL && y != NULL) |
3353 |
*x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3354 |
return 1; |
3355 |
} |
3356 |
} |
3357 |
} |
3358 |
/* If we got here, did not find a battleground */ |
3359 |
return 0; |
3360 |
} |
3361 |
|
3362 |
/* |
3363 |
* When a dragon-player gains a new stage of evolution, |
3364 |
* he gets some treasure |
3365 |
* |
3366 |
* attributes: |
3367 |
* object *who the dragon player |
3368 |
* int atnr the attack-number of the ability focus |
3369 |
* int level ability level |
3370 |
*/ |
3371 |
void |
3372 |
dragon_ability_gain (object *who, int atnr, int level) |
3373 |
{ |
3374 |
treasurelist *trlist = NULL; /* treasurelist */ |
3375 |
treasure *tr; /* treasure */ |
3376 |
object *tmp, *skop; /* tmp. object */ |
3377 |
object *item; /* treasure object */ |
3378 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
3379 |
int i = 0, j = 0; |
3380 |
|
3381 |
/* get the appropriate treasurelist */ |
3382 |
if (atnr == ATNR_FIRE) |
3383 |
trlist = find_treasurelist ("dragon_ability_fire"); |
3384 |
else if (atnr == ATNR_COLD) |
3385 |
trlist = find_treasurelist ("dragon_ability_cold"); |
3386 |
else if (atnr == ATNR_ELECTRICITY) |
3387 |
trlist = find_treasurelist ("dragon_ability_elec"); |
3388 |
else if (atnr == ATNR_POISON) |
3389 |
trlist = find_treasurelist ("dragon_ability_poison"); |
3390 |
|
3391 |
if (trlist == NULL || who->type != PLAYER) |
3392 |
return; |
3393 |
|
3394 |
for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3395 |
|
3396 |
if (!tr || !tr->item) |
3397 |
{ |
3398 |
/* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3399 |
return; |
3400 |
} |
3401 |
|
3402 |
/* everything seems okay - now bring on the gift: */ |
3403 |
item = &(tr->item->clone); |
3404 |
|
3405 |
if (item->type == SPELL) |
3406 |
{ |
3407 |
if (check_spell_known (who, item->name)) |
3408 |
return; |
3409 |
|
3410 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); |
3411 |
do_learn_spell (who, item, 0); |
3412 |
return; |
3413 |
} |
3414 |
|
3415 |
/* grant direct spell */ |
3416 |
if (item->type == SPELLBOOK) |
3417 |
{ |
3418 |
if (!item->inv) |
3419 |
{ |
3420 |
LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); |
3421 |
return; |
3422 |
} |
3423 |
if (check_spell_known (who, item->inv->name)) |
3424 |
return; |
3425 |
if (item->invisible) |
3426 |
{ |
3427 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); |
3428 |
do_learn_spell (who, item->inv, 0); |
3429 |
return; |
3430 |
} |
3431 |
} |
3432 |
else if (item->type == SKILL_TOOL && item->invisible) |
3433 |
{ |
3434 |
if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) |
3435 |
{ |
3436 |
|
3437 |
/* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
3438 |
* in this way, if the player is missing any of the attacktypes, he gets |
3439 |
* them. As it is now, if the player has any that match the granted skill, |
3440 |
* but not all of them, he gets nothing. |
3441 |
*/ |
3442 |
if (!(skop->attacktype & item->attacktype)) |
3443 |
{ |
3444 |
/* Give new attacktype */ |
3445 |
skop->attacktype |= item->attacktype; |
3446 |
|
3447 |
/* always add physical if there's none */ |
3448 |
skop->attacktype |= AT_PHYSICAL; |
3449 |
|
3450 |
if (item->msg != NULL) |
3451 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3452 |
|
3453 |
/* Give player new face */ |
3454 |
if (item->animation_id) |
3455 |
{ |
3456 |
who->face = skop->face; |
3457 |
who->animation_id = item->animation_id; |
3458 |
who->anim_speed = item->anim_speed; |
3459 |
who->last_anim = 0; |
3460 |
who->state = 0; |
3461 |
animate_object (who, who->direction); |
3462 |
} |
3463 |
} |
3464 |
} |
3465 |
} |
3466 |
else if (item->type == FORCE) |
3467 |
{ |
3468 |
/* forces in the treasurelist can alter the player's stats */ |
3469 |
object *skin; |
3470 |
|
3471 |
/* first get the dragon skin force */ |
3472 |
shstr_cmp dragon_skin_force ("dragon_skin_force"); |
3473 |
for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3474 |
; |
3475 |
|
3476 |
if (!skin) |
3477 |
return; |
3478 |
|
3479 |
/* adding new spellpath attunements */ |
3480 |
if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) |
3481 |
{ |
3482 |
skin->path_attuned |= item->path_attuned; /* add attunement to skin */ |
3483 |
|
3484 |
/* print message */ |
3485 |
sprintf (buf, "You feel attuned to "); |
3486 |
for (i = 0, j = 0; i < NRSPELLPATHS; i++) |
3487 |
{ |
3488 |
if (item->path_attuned & (1 << i)) |
3489 |
{ |
3490 |
if (j) |
3491 |
strcat (buf, " and "); |
3492 |
else |
3493 |
j = 1; |
3494 |
strcat (buf, spellpathnames[i]); |
3495 |
} |
3496 |
} |
3497 |
strcat (buf, "."); |
3498 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3499 |
} |
3500 |
|
3501 |
/* evtl. adding flags: */ |
3502 |
if (QUERY_FLAG (item, FLAG_XRAYS)) |
3503 |
SET_FLAG (skin, FLAG_XRAYS); |
3504 |
if (QUERY_FLAG (item, FLAG_STEALTH)) |
3505 |
SET_FLAG (skin, FLAG_STEALTH); |
3506 |
if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3507 |
SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3508 |
|
3509 |
/* print message if there is one */ |
3510 |
if (item->msg != NULL) |
3511 |
new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3512 |
} |
3513 |
else |
3514 |
{ |
3515 |
/* generate misc. treasure */ |
3516 |
tmp = arch_to_object (tr->item); |
3517 |
new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3518 |
tmp = insert_ob_in_ob (tmp, who); |
3519 |
if (who->type == PLAYER) |
3520 |
esrv_send_item (who, tmp); |
3521 |
} |
3522 |
} |
3523 |
|
3524 |
/** |
3525 |
* Unready an object for a player. This function does nothing if the object was |
3526 |
* not readied. |
3527 |
*/ |
3528 |
void |
3529 |
player_unready_range_ob (player *pl, object *ob) |
3530 |
{ |
3531 |
for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3532 |
if (pl->ranges[i] == ob) |
3533 |
{ |
3534 |
pl->ranges[i] = 0; |
3535 |
if (pl->shoottype == i) |
3536 |
pl->shoottype = range_none; |
3537 |
} |
3538 |
} |